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SiegeTank

Destroyers Ageless Balance

Jul 23rd, 2014
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  1. (All the exp is for 50% maps since its easier for me to compare with other factions at 50% rather than the standard 70% it sholdnt make any difference on the balance outcome just my calculations are easier) If i have mentioned EXP somewhere in here but I havent specified map setting presume that its 50% EXP)
  2.  
  3. EHP - effective hit points
  4.  
  5.  
  6. ATOKPI: suggested changes : None (maybe slight nerf, but only after testing the faction with the rework)
  7. Atokpi overview: he seems fine(even though he is very strong for its price when compared to other Destroyers units he seems fine(He seems to fit the position of a basic fighter with some ranged attacks) (so you'd want majority of your armies to be consisting of him. He is very versatile with 3 types of damage and a ranged attack. He has arcane fire and impact -10% and blade cold +10% and pierce +20%. And scaling blade resistance for his forms. Level up exp: 21 Form 2,3 seem balanced too.
  8.  
  9.  
  10. BEAST: suggested changes : big nerf (most cost effective unit at their arsenal)
  11. Beast overview: There are some factions that have no other damage apart form blade and pierce and the unit has 70% blade and 90% pierce on top of cold, impact +10% and 35HP. Cost 14 gold. Movement 6. level up 1-2: 33 2-3: 50 3-4: 80 (relatively normal exp prices a bit on the expensive side) Damage 14-1 impact, 8-2 pierce. (he has 500 EHP(effective hit points) against pierce and 166.6 against blade)
  12.  
  13. Changes set 1:
  14. Change: Cost 18,
  15. Change: Movement: 4,
  16.  
  17. Change: Beast: Arcane -30% blade +40-50% , cold +0% , fire-10%, Impact +10%, pierce +60%,
  18.  
  19. Resistance blade 40-50%(83-100 EHP) pierce 60-70%(125EHP) .
  20. (this change will transform the unit into a tank, slow to move, decent damage(16 is better than most tanks) and huge blade and pierce resistance(his effective HP vs blade/pierce would be 70+ HP -hence the high cost. The movement nerf is so that you can't move them as easily on the battlefield.
  21.  
  22. In that case Upgrades will be fine add +10% piere and blade resistance per upgrade , remove fear from Bone Giant (so only moloch has fear)
  23.  
  24. Change: Bone Golem: Arcane -30%, blade +50-60%, cold +0%, fire-10%, impact +10%, pierce +70%,
  25.  
  26. Change: Bone Giant: Arcane -30%, blade +60-70%, cold +0%, fire-10%, impact +20%, pierce +80%,
  27.  
  28. Change: Moloch: Arcane -30%, blade +70-80%, cold +0%, fire-10%, impact +30%, pierce +90%,
  29.  
  30. (Moloch blade EHP = 438-657, pierce EHP = 1314, impact EHP = 187) (so you can forget about using blade or pierce vs him)
  31.  
  32. (mind you fear will keep making him very strong(as I mentioned a guru vs level 4 omen did 11x4 compared to the normal 15x4(given that impact damage is omen's vulnerability.
  33.  
  34. (the idea of this set is to turn the unit into a tank slow to move with very decent resistances and HP while still being able to be killed at lower levels when people dont have special units out to deal with him(like level 2-3 with some high magic attacks)
  35.  
  36. Changes set 2:
  37. Change: Cost 18
  38. Change: Arcane -30%, fire -10% (stays true for all forms. All forms lose fear).
  39. Change: Level 1: HP reduced to 27-30.
  40.  
  41. Change: Level 2: HP 39-42 (12 increase)
  42. (scaling hp reduced from 18 to 12)
  43.  
  44. Change: Level 3: HP 51-54 (12 increase)
  45. (scaling hp reduced from 18 to 12) (this might be too harsh if there is no fear so level 3 might get a normal 18 HP at this level)
  46.  
  47. Level 4: HP 66-69 (15 increase) (scaling hp reduced from 21 to 15) (this might be a bit too harsh too if there is no fear so u can leave at 18-21)
  48.  
  49. (the idea of this set is to leave the mobility and the resistances as they are, but increase the cost and add vulnerabilities)
  50. (compared to set 1 he will be easier to be killed from all magical damage(due to less hp + vulnerabilities but he will have 2 more movement speed so he can be able to escape a failed assault or move to the front lines and shift sides easily at the cost of staying power)
  51.  
  52. P.s (with the cost increase probably increase the cost of bone golem in ageless heroes from 34 to 38 or something like that)
  53.  
  54.  
  55.  
  56. MARA: suggested changes : slight nerf (she is very strong in 2nd and 3rd form)
  57. Mara overview: Cost 18, HP: 21, damage: 5x3 magical drains melee, resistances +30 for everything but arcane(+20) and cold(-10). Advances 1-2 24, 2-3 50. Extra abiities: skirmisher. Defence 50% at all terrains. (again because of good speed over any obstacles this unit can afford to fight only during night and retreat whenever necessary) Also drain means that whenever she gets HP back she heals a lot more of her effective HP
  58.  
  59. Effective HP at level 1: 30 (that is only given resistances when you add in the 50% defence it goes up to 60) Damage: 5x3(6x3 during night) magical drains + good speed compensates for that on level 1 and justifies the cost. (plus can get strength trait to make it even stronger) (just as a comparison dark current a level 1 blight unit with 30% resistance has 53 EHP)
  60.  
  61. Effective HP at level 2: 48.3 ( 96.6 with defence) Damage: 7x3 (9x3 durring night) 10x2 ranged magical
  62.  
  63. Effective HP at level 3: 72 (144 with defence) Damage: 11x3 (14x3 durring night) (if you take into account drain that is 41 effective damage +21 drain for a level 3 unit) 16x2 ranged magical
  64.  
  65. Changes set 1: level 1 Cost increase to 19(+1) leave cold vulnerability to -10% at all levels. (this will be the odd unit with different resistance. You could increase it to -20% since Mara does a lot of return damage plus has drain.)
  66.  
  67. Change: level 2 Remove magical attack from chaotic blast
  68. (so that its 8x2(10-2 night) ranged but not magical) (this will balance out the unit a bit especially if you want to try and kill it with ranged attacks otherwise you will get a ton of damage in return even when in cover).
  69.  
  70. Change: Level 3 -1 melee damage to 10x3 melee magical damage
  71.  
  72. 1 WAY: -2 ranged damage to 11x2 ranged magical damage
  73. (15.4 effective damage since the attack is magical) (19.25 at night)
  74.  
  75. 2nd WAY: remove magical
  76. (since its supposed to be Chaotic attack not high precision attack) Then the effective damage it does on grass (against 40% defence) is going to be 15.6. (19.2 at night)
  77.  
  78. (just a slight touch of the damage potential since the units is very good tank) (im in favor of this suggestion since Mara is going to drain her life up again in a 1v1 fight so ranged damage should be kind of a weakness to her)
  79.  
  80. Overall this will just tone down the unit a little bit on level 2 and 3 while making it a bit more vulnerable to cold(the -10% to -20% cold vulnerability and making it deal a little bit less damage while still being tanky(as u can see from the effective hit points)
  81.  
  82. (a level 4 guru costing a lot more EXP and being tanky as hell has 171 effective hit points vs mele attacks(like blade pierce, impact)
  83.  
  84.  
  85.  
  86. Pirafly: suggested changes: nerf (he is a very good scout unit with huge damage and no huge vulnerabilities)
  87. (most quick scout units have either pierce or impact damage and are vulnerable to those two types of damage) He is very good vs horses with is pierce damage.(so you can control the ranged game pretty well with him as he is at the moment) (note he does have 1 less movement that most quick units ,but flies so some speed 8 units wont be as quick on rough terrain so overall his movement speed is average for a scout)
  88. Pirafly overview: Cost: 16, HP 26, Advances Exp:16 Moves:7 , Damage: 6-3 poison drains (so effectively 6x3 + 3x3(the hp drained) + 8x1 from poison you could say this unit does 18+9+8 damage on level 1 which is 35 dmg compared to most scouts doing 15-22 dmg range) and 50% defence everywhere. Resistances: -10 arcane,blade,fire +10%cold, pierce.
  89. This will let him win most of the engages he has with scouts(just tested a few scout battles he beat rock, Wyvern and a wyvern rider and a lost soul (from the demons faciton). These are units that are a lot more expensive than the Parifly
  90.  
  91. Changes set 1: acrane resistance goes to -30% , fire stays at -10%(as with the racial vulnerabilities)
  92. Level 1 Damage goes to 4-3. (this way you get 12 dmg+ poison which is 1x8 + 2x3 drain so damage goes to 26 effective damage(which is more than the average for scouts)
  93. Level 2 Damage goes to 5-4 (20 +8 from drain + 8 from poison = 36 effective damage at level 2)
  94.  
  95. (vampire bat for example has 4x2 drains (6x3 drains poison) has 16 Hp (26)and costs 13 gold (16) and has +10% defence But effective hp for bat is 40(with 60%) compared to 52(with 50%) so even bigger different than the normal HP difference -- all that for 3 less gold.
  96.  
  97. (this change will make the unit more in line with the normal scouts rather than a main front unit)
  98.  
  99.  
  100.  
  101. Changes set 2: Cost increase to 19-20-21 gold (to compensate for the strong scout unit you get at level 1)
  102.  
  103. Exp increased by 10(from 32 to 42 at 100%) to compensate for the strong unit that you get at level 2
  104.  
  105. (This will make him effectively a glass cannon unit with a lot of utility and damage)
  106.  
  107.  
  108. Cyclops skeleton: slight nerf to resistances
  109. Cyclops skeleton overview: HP 36, Moves 5, Cost 19, XP 33, Damage: 5-1 mele, 15-1 plague,marksman , 8-2 ranged
  110. Resistances: arcane/impact+20, fire/cold +40 Pierce 0. At level 1 Cyclops skeleton seems balanced he has some good cold/fire/arcane reisstances so he is good vs mages and weak to melee units(except for impact damage). He also has 30% map defence so that signifies that he is meant to be mage counter and weak to melee.(and ok vs archers). But the fear at level 2 and 3 give him a lot of survivability. He also has 2 types of damage right from the start = versatility.
  111.  
  112. Changes set 1: The cost seems fine I'd recommend a 30% nerf to arcane resistances throughout his forms and a constant -10% to blade damage. Also nerf his scaling of the Fire and cold resistances from +20 per level to +10 per level so that he is not totally immune to that kind of damage at level 3.
  113. Change: So at level 1: Arcane -10%, blade -10%, fire +40%, cold +40%, impact +20%, pierce +0%
  114. (Effective hit points vs cold and fire: 85, Effective hit points vs Impact: 64, EHP vs blade and arcane = 46)
  115.  
  116. Change: Remove fear aura from level 2
  117. (since the Exp requirements for that are just normal and the unit gets a lot of Hp+ resistances for a ranged unit. At level 3 its ok for him to have fear aura since the XP requirements is quite big.
  118.  
  119. Change: So level 2 Arcane +10%, blade-10%, cold +50%, fire +50%, impact +20% pierce +0%
  120. (this way you make blade units ok vs him(as long as they dont have impact damage)
  121. His fire and cold resistances would be at 50% (giving him 131 effective hit points vs fire and cold attacks) (he'd have 82 effective hit points vs impact damage)
  122.  
  123. Change: At level 3 Arcane +30, blade -10%, cold +60%, fire +60%, impact +30%, pierce+10%
  124. (Here because of the steep price of the upgrade, he'd get fear back and he'd get +10% pierce and + 10% impact
  125. (235 effective hit points vs fire and cold now) , (134 effective hit points vs Impact) ( and 104 vs pierce) )
  126.  
  127. Once the huge resistances are removed I feel that he'd be sort of balanced.
  128. (just a minor calculation to show you how much the difference between 60% and 80% resistance is: at 60% he'd have 235 effective hit points, at 80% he'd have 471 effective hit points, to for 20% resistance increase hit hit points get doubled)
  129.  
  130.  
  131.  
  132. AND FINALLY the OMEN: some nerf to resistnaces.
  133. Again as with all others arcane and fire vulnerabilities added. Scaling on resistances reduced. Since fear will be changed to affect only lower level units omens will be balanced for level 1 fights.(somewhat)
  134. He has (75 EHP vs blade and pierce (which is a lot for a level 1 unit)
  135.  
  136. Suggested changes
  137.  
  138. Omen: Arcane -30%, blade +20%, cold +10%, fire -10%, impact -10% pierce +20%;
  139.  
  140. Punisher: Arcane -20%, blade +20%, cold +20%, fire +0%, impact -10% pierce +20%;
  141.  
  142. Obliterator: Arcane -10%, blade +20%, cold +30%, fire +10%, impact -10%, pierce +20%; (also strangely the HP for Obliterator are 53 instead of 50 (since all the other upgrades increase by +10%)
  143.  
  144. Abaddon: Arcane +0%, blade+20%, cold+40%, fire+20%, impact-10%, pierce+20%
  145.  
  146. (so I just applied the -30% arcane and -10% fire and decreased the scaling of the magic resistances from +20% to +10%).
  147.  
  148. No other changes needed I feel, Omens will still be strong unit but without fear at level 1 they wouldnt be nearly as impossible to tackle. (and i expect to see more generals and samurai since they are cheaper and are better vs ranged units with weaker melee attacks)
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