[Suggestion] More transparent combat mechanics.

It may just be me, but does anyone else think that the combat mechanics are unnecessarily opaque? For example, I have no idea how accuracy(?) is calculated against dodge. Same for attack and defense. Last I heard, it involved simulating multiple rolls and somehow selecting for higher than average to-hit and damage. Is this still the case?

The main reason I don't like it is that I like to know exactly how much +3 attack is going to get me, on average. It must be a nightmare to balance spells without a straightforward relationship between the attacking unit's stats and the defending units stats.

Having said all that, I was one of the many who complained about randomly distributed rolls, so... 

6,988 views 7 replies
Reply #1 Top

Good point. It would help to identify the usefulness of many talents and spells.

Reply #2 Top

Agreed, one cannot make useful decisions on units if they don't know how combat is handled.. this has been an issue for me going back to E:Wom

 

(feel special I tend to avoid these types of threads in general)

Reply #3 Top
This. Very important for me too. I haven't got the foggiest idea what the accuracy and dodge stats are doing. Are they being compared or are they independent of each other? Will a unit with high accuracy be more likely to hit a high dodge unit or it doesn't matter? How much is +3 accuracy? Etc.
Reply #4 Top

I've been saying the same thing for ages. We need a combat log or something. I mean, who even gets attack vs defense at the moment?

Reply #5 Top

Or just a more in-depth 'technical' chapter in the Her Gamemnon

Reply #6 Top

Modders really need this!!!

Reply #7 Top

I agree on that. It would be really helpful if the Devs release a in dept tactical combat mechanics explanation paper to all important stat checks and how they affect the actions units do. 

So this is:

attack vs. defense

accuracy vs. dodge

appliance of critical strike

spell power vs spell resistance (and how the outcome effects spells)