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| Units, artifacts and armor-bearers Discussion, questions and solutions about units, artifacts and armor-bearers. |
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#1
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Nice job, but the biggest flaw is that some skill required a whole chain of skill to be enable. So some skill worth a lot more then the cost in runes to unlock it.
Per exemple, the well of mana belt gives you +20% mana recovery and +3 mana/turn The skill concentration gives you 2 mana/turn for 9 runes. But you need to unlock at least 4 skills for the mage (5 for other classes) meaning you need a combine cost of 39 runes to at least get +2 mana/turn. It does give you other skills: + int., +4 mana, +30% recovery, unlock order magic and +15% to some order spell Base on your calculation: +1 int = 5 runes + 4 mana: 6 runes +15% to some order spell using the value for damage % on attacking spell = 10,8 runes(~11) - I didn'T count the difference in % recovery (20% for the belt vs 30% for the skill) Meaning to get the cost for 2 mana/turn skill only you need to invest (for mage) : 39 runes - 22 runes = 17 runes (instead f the 9 for the sole cost of the skill!) So 1 mana/turn = 8,5 runes Meaning the Well of Mana belt worth 25,5 runes instead of the 15,3 runes. But the investment in rune is temper with leveling up of the skill meaning for +8 mana/turn doesn'T cost 8 * 8,5 but a base 39 for the first +2 mana/turn plus 27 for the extra 6 mana/turn for a total of 66 runes - 22 runes (added skills) = 44 runes for 8 mana/turn So 1 mana/turn = 5,5 runes The well of mana = 16,5 runes Now it's a lot closer to you value. So the value of the well of mana belt is between 16,5 runes and 25,5 runes. But I wonder why you chose Absolute balance for the mana, you could simply use the wisdom skill since it cost a lot less and I don't think you should count the scroll ability towards it : 20 runes for +18 mana --> 1 mana/ rune |
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#2
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So we did obtain similar result using different ways for the well of mana! That's a good sign that the numbers are self-consistent
For your second point, I chose Absolute Balance because in the game, mana and rage are treated on an equal footing, so it makes sense that both rage/mana = 1.5 runes. Also lvl3 wisdom requires 9 + 10 + 11 = 30 runes, even without counting scrolls that's 30/18 = 1.67 runes/mana. So in the end I use 1.5 runes/mana. Last edited by mcgriffin; 02-18-2010 at 04:44 PM. |
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#3
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Just a short note:
You level up only 59 times to reach lvl 60 And lvl 51-60 only gives 5 runes per level. So a lvl 60 hero has gained 49x12 + 10x5 = 638 runes (Or does a level hero start with 12 runes?) However you find a whole bunch of runes though exploring maps and digging in combat so I guess it equals. Edit: I just checked my current lvl 49 mage and so far I gained 705 Runes + 30 runes from items. I'm digging 3 times each battle and have not replayed any fight because I only got crap. And regarding the extra 30 runes... Ancient Amulet, Gladiator Sword and Banner of true Faith should all get 10 more "points" for the Runes unlocked Last edited by KongMysen; 02-18-2010 at 05:43 PM. |
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#4
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Fro the Drakonix I think your assumption are wrong. It should be treated as a definate number of Leadership instead of leadership % since it affect only Red Dragons and not creatures in general.
You then get a definate +400 Leadership: -20% on 2000 --> 400 With Glory you know that you need 27 runes for 700 leadership, so every 100 leadership worth 3,86 runes So the Drakonix value in runes is only 15,43, less then your 18,3 Then again are numbers compare! Considering that this necklace cost 150k, it really doesn'T worth it! Love the exercice! I think, for all the items giving -% leadership requirements it should be base on the mean cost for that race leadership value. I think some race cast more then others for same level units. Or maybe evaluate the added damge link to that %leadership (having 10% more foreman per exemple). Will be tough but it seems that %leadership do tend to favor items giving that kind of effect in your results. PS KongMysen does make a good point the 3 items giving runes afetr battles, the runes should be counted. |
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#5
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I'm not sure that a linearly-proportional reward is the right way to approach this sort of comparison.
Consider for example % experience boosts, and comparison to Learning. For 13 runes, you get 10%. For the next 26 runes, you get another 10%. Or consider Prayer, which gives you 3% for 10, another 4% for the next 12, and another 3% for the 14 after that. Or consider Glory, which will give 100 leadership for the first 7, 250 more for the next 9, and 350 more for the next 11 after that. Or you can consider resistance, value based on stoneskin I. Resistance suddenly looks more valuable: 2.8 runes per I believe. There are four ways I see of dealing with this sort of problem. The first it to throw up your hands and declare it a lost cause. The second is to simply choose to always use either the worst, best or some sort of average value. The third is to make it a function of domains - for resistance that is less than 20%, use the stoneskin I result; for resistance between 20 and 30, use stoneskin II result, etc. The third is to try and actually fit some sort of function to these varying results. Problem is any of these solutions other than the "throw up your hands" one takes a fair amount of work. Finally, for the +gold items... I think if you're reasonably careful you'll end up with surplus gold in this game, so your primary expense becomes buying runes. So this is actually a case where you *can* make a direct, hard to dispute comparison between the two. Figure 2.5 million gold from fights in this game (plus another 1.5 million from assorted chests, quests, random piles lying around, etc.). Then 1% more gold after combat is 25,000 more gold over the course of the game. Even valuing one rune at only 100,000 gold (which is really the bare minimum), +gold becomes worth only 0.25 runes per percent. At the (still low) value of 250k, +gold is worth only 0.1 runes per percent. |
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