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Old 08-22-2012, 04:45 PM
MattCaspermeyer MattCaspermeyer is offline
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Lightbulb Interesting to think about this...

Quote:
Originally Posted by Fatt_Shade View Post
So far situation was : lets for expl take knight unit , your attack = enemy defense, you make nominal 100% dmg = 16-18 physical. Your att higher 10points then enemy def = (16-1*(1 + 10*3,3%) = 21-24 phy dmg, etc. So on 30 bonus att you make 100% more dmg = 200% total, and on 60 bonus att above enemy def it`s 200% bonus = 300% total dmg of nominal value, 48-54 phy dmg for our knight expl. And that part is clear, and OK.
Your wording is correct!

Quote:
Originally Posted by Fatt_Shade View Post
And Q: does it give bonus after hero`s att/def or from 0 ? I ask this looking black dragon stats, he have att 70 and crit%=17. When this formula is implemented in game, will he get nominal crit%=27 due to +10% from units att, or will only hero stats effect his crit% ?
No - all unit stats are the way they are without including hero stats. So Black Dragon gets 17% krit with its 70 attack - those are its nominal values. A hero's stats are then additive to the unit's base and so if your hero has 14 Attack, then you'll add 2% to the Black Dragon's krit (17 + 2 = 19%). I know that seems like a small increase, but I think it is a good starting point because remember that this is double damage we're talking about. The other way would be to have increments of 10%, i.e. 14 Hero attack would be 20% greater than before, which could be 17 * 1.2 = 20.4 = 20% (rounded down), but a peasant has only 5 krit and so 5 * 1.2 = 6% (whereas if it was additive it would be 5 + 2 = 7%). So one way is better for units with lower krit and the other way is better for units with higher krit (crossover point is at 10 base krit).

The idea behind using Hero attack to determine krit before battle is that the Hero's attack / defense is static, whereas a unit's attack is dynamic during battle as you mention. That's where I thought increasing the damage cap for every 15 attack would be a great way to incorporate the dynamics of battle - as your unit's attack is typically increasing (say Frenzy) then instead of +200% total, they could do +300%, +400%, etc. of total based on your hero's attack at the start of the battle. I could also do it incrementally as well instead of big jumps (i.e. increase cap 100/15 per attack), but kind of liked treating it like Intellect's duration jump.

This discussion clearly demonstrates that there are a lot of things to think about with respect to this, but I think that my original idea is a great starting point and then we can go from there. I may also augment the krit and resist all by the hero's level - we'll see...

By the way, I'm thinking that at the end of the game seeing as I just finished my game with 70 Intellect is to target a player getting 70 for their primary stat. So that would be (using the orignal values) +10 to a unit's krit and +600% damage cap for a Warrior and +10 resist all and 1/7 maximum damage reduction for a Paladin. These sound pretty reasonable to me. If I augmented the krit and resist all by the hero's level, we could assume level 60 as the hero's max level and then that would be another 1.6 of those values, i.e. +16 krit / +16 resist all. This wouldn't be too bad either and maybe is better than the other way.

By the way, whatever mechanic is picked, will also be used by the enemy heroes...

/C\/C\
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