Padded starts at helm and bracers being 1 armor, and chest and legs 2. Every level after gains 1 to each. Master plate is divided into light and heavy. Higher plate has dodge penalties.
DsRaider
Used to happen to me all the time, it stopped during the last beta.
[quote]1. All square root results rounded down (based on Kael's post - he does this in his example).[/quote] Ah! I rounded up here, I will have to recheck my stuff.
It shows you how much dmg on average the armor mitigates? I'm confused as to what yours does, please explain. I have no problem believing my math is off, I'm especially worried about all my rounding, which could put me off by 1 here and there. Not usually a big deal but with such small and close numbers even 1 is a significant percentage.
Well yes, but an average attack roll won't hurt an average roll on full armor. It's possible to get more then %100 mitigation because average armor in some cases is higher the average damage. It's definitely possible to do damage but most attacks won't do any damage if mitigation equals %100. Mitigation here is for the average roll. Higher then %100 just means that you are even more unlikely to do any damage. You would need a far better then average roll.
@HeavenFall: My numbers seem a little different. If you want to compare I added a link to the spreadsheet I used.
Ya I got lazy because It was late at night. I meant to come back and do real average this morning. Whats there is just max armor vs max dmg. I thought that would be pretty accurate. I forgot that damage has a %50 min and Armor now doesn't however, so that skews it a bit. I will fix it soon.
One of the things that bugs me the most right now and detracts from the game is armor values. So I did some math and here it is. I basically took the most used weapons (ie. two handed dmg dealers) and contrasted them with a full set of same tier armor (exlcuding light master plate because as stands its pointless). Does not look at magic items. Weapon <span style="text-decoration: und
Agreed, equipment and overabundant gold are the problem.
[quote]Heroes of M&M has a real battle system original and unique[/quote] Lol, maybe if this was still 1995. Honestly I was a huge HoMM fan back in the day. I used to hot seat that game for hours. I own up to HoMM5, but never played it alot. I also never got the last expansion and won't be getting 6. Why because the game has been taken over fanboys who don't think the game should ever change. The combat in HoMM feels fossilized. It's unstrategic to the extreme. Having only 7 unit spots an
I have always thought Blink was a weird spell and OP. I agree that removing spells is kinda lame but in this case I understand why they did. It is to easily abused and broken through going behind buildings etc. Spells don't have cool-downs period. You can't add one just for Blink, maybe in FE. If you can cast infinite fire balls in a row why not Blink? Even if you added cool-downs to all spells it would be lame because people would still just alternate between similar spells. Fireball, Magic
1.1 was fun to me. I have played several released unsuported games that were worse. Just because Elemental is going to keep getting funner(word?) doesn't mean that it's horrible right now. They are hopefully aiming for perfection currently unachieved in any game so far produced. [e digicons]:grin:[/e]
[quote who="MattSan" reply="5" id="2873340"] Hopefully Cephalo can convince (force) the Elemental team to make the maps awesome. Check out his recent threads on true 3D terrain. I hope Fallen Enchantress really blows us all away with its magnificence! I want: - bandit camps spawning streams of pillagers - ocean trading with distant factions and your trading ships getting swallowed by nefarious ocean dwellers - pirat
Wow, E:WOM is going to be really polished after 1.2 is released. If there is one thing that bugs me right now about the dumb AI in tactical combat it's how it always uses up all it's troops movement points even if it puts them right in front of your troops without being able to attack. Then you have a huge advantage and can use all your points to attack. The AI needs to hold back and stay one or two squares away from melee units, then attack next turn. Thus forcing the player to eithe
[quote]*** 1.19 is targeted for public beta release on 1/27/2011 ***[/quote] Darn, thats pretty far away. Have to do alot of in house testing for all these changes or something? Or are there even more surprises in store for us?
[quote who="Werewindlefr" reply="23" id="2870696"] That would not change the problem, I think (mostly because of the 12-stacks issue, which makes armor very difficult to balance in the current system). The whole attack vs. armor formula has to change. [/quote] I'm pretty sure they have already fixed this in 1.1. It came up in another thread. Now units in stacks calculate dmg versus armor as if they were a single unit and then multiply it by the size of the stack instead of j
As other people have said it's high armor units and champions that are the problem. Just race up the tech tree to equipment and then armor. It's easy to build high armor units and champions that are basically immune to attack from monsters and badly designed AI units. I mean even half a suit of padded armor makes you practically immune to spiders and other tier one and two monsters. Armor is just to good. It constantly sits around the same value as dmg. Since there is so lit
Armor in Elemental is broken. It makes dodge pointless, makes only a few high dmg weapons viable, can easily make your units completly invincible, and makes monsters very UP etc.... They will probably solve this in the E:FE expansion. For E:WOM what I would like to see is a decrease in the dmg reduction of armor so it's not 1:1 with attack. 0.75:1 seems about right. To balance this increase hp by a bit. That way armor is still good but won't be able to block dmg %100 unless you have a
[quote]30. Added gold as a tradeable resource for fallen and changed horses to wargs for them.[/quote] Wha? Could someone please expain this? [quote]31. Added the champion ablity "Diplomatic" which gives +1 diplomatic capital per turn.[/quote] I would be cool if they could also enter enemy territory. This patch is looking awesome!
Seems to be true. This is even more unbalanced then it seems, because of Ventri Mines. They produce 3 metal compared to a normal mine which produces 1. Normal mines are also very rare now. As it stands players basically get all their metal from the single guranteed Ventri Mine, unless they take another players Ventri Mine. Iron mines are completly pointless as it stands. So players need to increase the yield of those mines in order boost metal production. Exploring or expandin
Doesn't really seem like a beta patch. No new features just fixes, so why not upgrade... Great work though.
You can't play it on cloth map? You must have a really old PC.
Well um.... (Spontaneous Combustion)
Ya I can usually get most the techs in the game by turn 300. Here is a hint, never stop building studies and get housing/research tech. I once got a city to +240 tech knowledge. I love the monsters, get early armor and you are fine. Monsters prevent people from claiming half the map before even building a single troop. Learn to play 1.1 instead of 1.09.