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| King's Bounty: Armored Princess Sequel to the critically acclaimed King’s Bounty: The Legend. |
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#1
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It is all situational. My most "effective" unit being the hunter, but with raw damage, who wins? Assuming no range penalty (e.g. they are close enough), assuming I will max out the attack / defense gap (helplessness against the tough defenders, plenty of attack buffs), we have Archer Leadership / Avg Dmg = 3.5/50 dmg = 7% damage per leadership. Hunter Leadership / Avg Dmg = 9.5/150 dmg = 6.33% damage per leadership. Throw in astral bow and whip of fire, +2 damage Archer = 5.5/50 = 11% dmg per leadership Hunter = 11.5/150 = 7.67% dmg per leadership Both range units always do critical hits (barring double negative effects) with my setup too. Also, even if you do more damage (the skeleton archers actually do the most damage per leadership, but I can't do mass resurrect with paladins with them), the hunters are probably better. But you can't quite say the archers do the worst damage. The lowest damage units benefit the most from the +X damage items. The setup matters the most. The no-retaliation girl power team probably does a ton of damage too with the right items too. Of course there are so many other factors to consider as well. That's also why I said "with my style of game play" in my previous post to hopefully preemptively dissuade claims of what is normally a piss-poor damage/leadership unit. Yes, you can also resurrect level 5 units with demonologists too. I think we have proven quite thoroughly that you really can't put a universal weight on the units since one man's garbage is another man's treasure. |
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#2
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If you establish universal unit weights, they woudlnt need to be perfect.
You have to start somewhere, playtest and revise. This is the way to create a new artificial limitation forcing you to adapt in a new way. You suggested that artificial limitations arent helpful but "no loss" and the various difficulty levels of the game are in themselves artificial limitations. |
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#3
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I was talking about archer style units, not "Bowmen" specifically. Ranged units simply don't do the damage that melee units do. Low level units tend to do more damage per leadership, but also die a whole lot faster per leadership.
I'm currently playing a 'level 3 or lower, no droids' game on Hard, to try it out, my lineup is: Fire Spiders Royal Snakes Lake Fairies Dryads Gorguanas Scoffer Imps (reserves) Bowmen (reserves) This game had Two snake boots (+1 move, +1 init for snakes) and the Skraash (+9 atk and Def for spiders, +1 morale and speed for spiders, spiders always crit). Even with the Fire Spiders always critting, the lake fairies (with demonesses whip) still out damage them. Last edited by Zechnophobe; 06-15-2010 at 06:55 PM. |
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#4
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The hunters have 11 more attack than the archers. That means if both units attack a unit with 16 i defence, the dmg output will be 11% pr leadership for the archer and 10.47% per leadership for the Hunter. And that is with both the bow and the whip. Close call I'd say and without the items the Hunter would win with 8,65% vs 7%. However if you didn't focus so much on crits the two skills on the archer unit can come in handy lots of times. I bet the you've used both the cold and flame arrow alot even though skills can't make critical strikes. EDIT: Comparing the Hunter with the Black unicorn proves Zechnophobes' point. They are both elves and both have 27 in attack. But the hunter only does 9.5 dmg on average where as the black Unicorn does 16,5 on Average. Adding to this that melee units are better defensive, you only need 5.13 Black Unicorns to kill a single Hunter with one average strike. Vice Versa you'll need 13,40 Hunters to kill a single Black Unicorn with one single average arrow. I didn't consider crit chances though... "Ranged" is such a strong ability that both offence and defence has been nerfed to balance the units. Last edited by KongMysen; 06-15-2010 at 05:18 PM. |
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