[Suggestion] Constitution

Right now I don't think constitution does enough to be worth buying. It only adds a couple HP, with no particular scaling. Considering what the other stats do and how hard units hit later in the game, it's pretty insignificant. This also contributes to the problem of champions being fragile in late game, because even if you dump five levels of points into Constitution, you're still not clear of being one shotted by a squad with maces.

So, a couple of suggestions:

1. Change the HP formula such that it's something like 10 + (Level * Con / 5). That'd mean every level with 10 CON you'd gain 2 HP, even if you don't buy more CON. It'd make more CON more valuable due to it contributing more as you get stronger.

2. Instead of that, change CON to be a scaling factor like STR and DEX are on Attack/Defense respectively, only for Health. Then you can add health as a stat to some items, like defensive gear. So a breastplate could give 3 DEF and 2 HP, for example. Since they're both survivability stats it makes sense, and it means the item still helps you even if you happen to roll a 0 on your defense roll.

 

Either suggestion would help keep champions competitive in the late game, where they tend to fall behind right now because they're so fragile compared to squads.

7,202 views 3 replies
Reply #1 Top

I decided to go through and add 4-10 HP for each history to make heroes more worthwhile, I suppose that doesn't solve the scaling issue.

Also, I believe that constitution could be reworked to add more then three per level by modifying the CoreUnitStats.XML. Maybe I'll try that now! Also, that should only effect champions, not NPCs... hopefully.

Reply #2 Top

@ James ... see if you can make Constitution power GROW WITH LEVEL.

 

see ... at level 1 each point of Con is 1 + 0/3 HP ... while at level 2 each point is 1 + 1/3 HP ... and level 4 is 1 + 1 HP, and level 7 is 1 + 2 HP, and level 10 is 1 + 3 HP.

In this way, a 15 con (basic tough guy) champion at level 10 would have 60 HP. If Squads stay OP, then you could have Constitution grow (even faster???) and if Squads are correctly nerfed, you could slow down Constitution growth (to maybe 1/5 per level, but then start level 1 at 1 + 1/5 for nicer numbers).

So basically ... yea. How possible is this right now?

Reply #3 Top

Can't do any sort of leveling of the "skill" right now, believe me. I've tried to make it so the Merchant's gildar bonus, for example, was based on either his level, charisma, wisdom, and intelligence. Tried probably 100 things before one of the Stardockians told me that this hasn't been implemented into the engine yet for skills and is only implemented for magic and combat attacks (very temporary things). However, they said they'll have this implemented sometime in the future.

Maybe there is an alternative way of doing this but I don't see it.

If you want a leveling bonus the best thing we could do right now is to add a:

            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_HitPoints</StrVal>
                <Multiplier>1.10</Multiplier>
            </GameModifier>

... to all the histories. I've already implemented it for Warriors in my mod to "feel it out", I need feedback on how it functions though.

Also, modifying the CoreUnitStats caused ALL unit HP to increase too fast for my liking. Basically, units were getting WAY too strong too quickly. I could try another alternative though as there are actually two codes for determining HP and I may have modified the wrong one.