Advertisement
SiegeTank

Mummy Balance

Jun 16th, 2015
323
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.20 KB | None | 0 0
  1. mummies at the moment are level 0 units costing 10 gold having 32 HP and self heal(2) and deal 5-3 arcane damage. They have 10/20/30 blade/impact/pierce
  2. and -30/0/-10 arcane/cold/fire. So they are good vs melee weapons (since most melee weapons are close ranged) but dont have a melee attack, and are vulnerable to ranged arcane and fire but having a 5-3(6-3 at night) makes them very very cost effective vs enemy mages(not to mention their inherent tankiness)
  3. The creator of the faction gave them 3 movement speed, to balance that but in my eyes that is not a good solution. It makes mummies too slow in certain scenarios(when u need your mage unit to advance/retreat) and too i'd rather have them at a speed of 4-5 and normal tankiness (for a level 0 unit) than this. Since they are the only magical damage unit in the faction its not a good idea to make them overpowered in certain scenarios(- when you dont recruit anything else and just have a wall of sturdy upkeep-free level 0 mages) and useless in others (when u have them as support for your army but they are too slow to get anywhere)
  4. The idea of level 0 units is for them to be not as cost effective as normal units because at 0 upkeep you can create huge armies of them and have a big advantage over your opponent.
  5.  
  6. Now the faction. it has a decent pikeman with a special plague like ability on his 5-1 ranged attack, it has a level 0 scout, it has a ranged unit (with good movement speed and chaotic) It has a skirmisher/fighter unit and the resistances are factional (10/20/30 blade/impact/pierce) (-30/0/-10 arcane/cold/fire) the resistances are a bit in their making them quite strong vs what they are lacking (which is a lance charger). Their defences are very standard without having any exeptional ones(mostly 40-50%) which makes up for their rather high resistances. But overall strong faction vs mundane weapons.
  7. But they are not exeptional in anything. Now on the factional strengths - vapors (which can be increased to 5 gold) unlimited supply of fake units with whom you can flood big maps). And mummies.(that can be summoned with somewhat ureliable 5-1 attack from their tanks).
  8.  
  9.  
  10.  
  11.  
  12. Level 0 units comparisons (after how many turns does a level 0 unit become more cost efficient in terms of stats per gold) In the default era, so we presume that ageless era level 0 units are slightly stronger in general so they become cost efficient quicker.
  13.  
  14.  
  15. Goblin spearman(9g): Hp 18 attack 6-3 / 3-1 (21 damage)
  16. Goblin Impaler(13g): Hp 26 attack 8-3 / 5-1 (29 damage)
  17.  
  18. Peasant(8g): Hp 18 attack 5-2 / 4-1 (14 damage)
  19. Spearman(14g): Hp 38 attack 7-3 / 6-1 (28 damage)
  20.  
  21.  
  22. Ruffan(6g): Hp 16 attack 5-2 (10 damage)
  23. Thug(13g): Hp 32 attack 5-4 (20 damage)
  24.  
  25. Goblin spearman seems to be the most cost efficient one so i'll use him for the comparison. (supposedly he's factional strength)
  26. Overal level 0 units seem to be as cost-effective as their level 1 counterparts howerver, the hit points are almost halved making them much easier targets to be killed.
  27.  
  28. I dont see anything wrong the the mummy line that used to exist beforehand so i suggest using it as an example to build up the new mummy line. (with slight buffs on every unit to make them a factional strength and also because having level 0 unit adds extra exp costs)
  29.  
  30. Suggested mummy changes:
  31.  
  32. Mummy(level 0): (reduce the HP you can't have a level 0 tank with magic attack and as much offensive power as a normal mage0
  33. Cost: 10
  34. HP: 24
  35. MP: 4
  36. XP: 20 (at 100% exp rate)
  37. selfheal(2)
  38. attack 5-3 ranged magical
  39.  
  40. Mummy Unbound(level 1): (slightly better than neglect mage due to exp costs and being unavailable to be purchased)
  41. Cost: 20
  42. HP: 36 (instead of 32 in he original line) (still a nerf from the current 44)
  43. MP: 4
  44. XP: 48(at 100% exp rate)
  45. selfheal(4)
  46. attack 4-2 melee (add the punch attack from level 2)
  47. attack 7-3 ranged magical
  48.  
  49. Mummy Noble(level 2): (now im increasing the cost and the capabilities for the sake of better scaling)
  50. Cost: 28
  51. HP: 44
  52. MP: 4
  53. XP: 76
  54. regenerates
  55. attack 7-2 melee
  56. attack 9-3 ranged magical
  57.  
  58. Mummy King(level 3): (slight increase in cost for balance reasons( also increase in ranged damage letting him be on par with ageless level 3 units)
  59. Cost: 40
  60. HP: 59
  61. MP: 5
  62. XP: 120 (slight increase from before because of the added leadership and movement speed on level 4)
  63. Regenerates, penumbra
  64. attack 11-2 melee
  65. attack 14-3 ranged magical
  66.  
  67. Mummy Pharaoh(level 4): (increase in gold cost and capabilities increase in order to scale better)
  68. Cost: 70
  69. HP: 75
  70. MP: 6 (increase speed to make use of leadership)
  71. XP: 150 (like other level 4 exp after maximum level)
  72. regenerates,penumbra,leadership (it will make his level 0 units into very good units but it is something to look forward to)
  73. attack 15-2 melee
  74. attack 18-3 ranged magical
  75.  
  76. Overall exp requirement to get to level 4 is 132(at 50% which is roughly as much as a jinn(135) at the moment)
  77.  
  78. Stalker line has inconsistent resistances on level 2-3 (make them the same as all the others)
  79.  
  80. Side suggestion use the old mummy unbound image as a level 3 or level 2 unit, then you have 5 images. (whichever you decide is more suitable) I'd say possibly old image for mummy unbound and new image for mummy noble
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement