[Suggestion] Changing the damage formula

As it is the damage troops do is inconsistent with their stats, thus prohibiting tactical play. Because, you know, you can't trust even your most elite troops to do damage when it counts.

It is my understanding that damage is randomized between 0 and attack value.

How about making it so that damage is rolled as it is now, but there would be a minimum of strength value. I think it might work nicely since strength also contributes to the maximum.

You could do the same with dexterity and defense rolls.

Also magic would need something along those lines.

6,924 views 6 replies
Reply #1 Top

What about troops with attack<str? Always maximum damage (not that that would be a bad thing..)?

 

Tbh there are lots of better suggestions in other thread(s). The attack/damage system is bad atm, simply raising the minimum damage a bit probably wouldn't cut it.

Reply #2 Top

One suggestion I have been thinking about is that values for health should be higher across the board. I agree right now the damage seems to go from inefective to OP and nothing in between. I see a sword hit for 1 or 2 or 3 early game and a fricking lightning bolt do 5 or 6? If you look at most RPG games where stats and equipment are so important the HP for starting characters can range from the 20s to near 100 and late game characters can have several hundred to 1000 to even 10,000. My point is it gives you more room to make differences in equipment attack and defense values, spell damage (and so far non-existant?, spell resistances). And when you throw in abilities and terrain bonuses, and morale ect. ect. you need more "space" to work with. for example I wanna be able to see that two units with the EXACT same equipment and HP and stats but one has a slighly higher defense will "Block" more incoming damage and see the difference in the results.

Reply #3 Top

Most units are humans, they shouldn't last too many hits from a sword or arrow. Low health values can work, as long as the system is built around that.

Atm it really isn't, though. But raising health would need mechanics changes too.

Reply #4 Top

Quoting Keemossi, reply 1
What about troops with attack<str? Always maximum damage (not that that would be a bad thing..)?

 

Tbh there are lots of better suggestions in other thread(s). The attack/damage system is bad atm, simply raising the minimum damage a bit probably wouldn't cut it.
End of Keemossi's quote

Hmm true. So it could be that: if attack > 10 then use strength as minimum damage. But any improvement is fine with me really :)

 

Reply #5 Top

How does the defense value add to the damage received? I mean, heroes, sovereigns and their offspring die way too easy.

 

I agree that typical human shouldn't stand too much damage but one chain lightning and 3-4 royalty dead isn't really a prospect I like to see.

It is my opinion that hitting first is right now just too important, because in most cases it's instant kill. There should be some scaling between typical human recruits and heroes/royalty. If not straighforward in increased HP then at least in increased damage absorption.

 

As for monsters, I think their HP scale just nice; the problem is with humans.

 

As PsychoCaptain said, it would be nice to see some "blocking" for melee and some spell resistance for magic attacks.

Reply #6 Top

The health is quiet allright actually, at the start your raising it by forming groups, and endgame you use magical artifacts. Endgame you can have a 300 attack/300 def with like 400 health warriors. We do ignore the fact that it'll take you 40turns in a fully upgraded town to create them, though. (they do not require crystals)

Also, your units gain a huge increase in healthpool due to levels.