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SiegeTank

Clockwork Dwarves v2

Jul 27th, 2015
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  1. Clockwork Dwarves
  2.  
  3. Faction Overview:
  4. Has two scouts, fire melee healer, Marksman soldier, Archer, Tank (with good damage and hps)
  5. Great resistances, but low(for dwarves hills and mountains defences). Very slow faction.
  6.  
  7.  
  8.  
  9.  
  10. Unit Overview:
  11. Typical fighter 67 vs blade/pierce/impact , 60 vs magic
  12. Clockwork 64 vs blade, 48 vs pierce 54 vs impact, 38 vs magic (increase Hp decrease resistances a bit to make it similar vs blade/pierce/impact but better off vs magic. Their marksman is factional strength so I dont count it in on level 1.
  13.  
  14. Increased HP Clockwork values: 73 vs blade/pierce, 63 vs impact ,51 vs magic
  15. (exactly where we want him, weaker vs magic somewhat weaker vs impact, stronger vs pierce, blade.
  16.  
  17. Tried with: clockwork soldier blade resistance decreased to 30% from 40%
  18. Tried with: clockwork soldier Hp increased to 36 from 27
  19.  
  20.  
  21. level 2 runefighter 89 vs Blade/pierce/impact, 79 vs magic ------ damage 30 magical
  22. level 2 steelclad 120 vs blade/pierce/impact, 93 vs magic -------- damage: 33
  23. level 2 Miasmist 104 vs blade/pierce, 91 vs impact, 72 vs magic------ damage: 24 and 21 +8 ranged (when reduced to 30% blade)
  24. (so definitely a more damaging one(53 damage overall) so he needs to be squishier)
  25.  
  26. level 2 Marshal 135 vs Blade, 101 vs impact, 116 vs Pierce, 81 vs magic ----- damage: 30 marksman, Leadership (with reduced -10% to blade they become in a sweet spot of being good units with marksman ability a combination of endurance+ macial weakness so no need to change anything but -10% blade.
  27.  
  28. level 2 Miasmist with reduced hp: 93 vs blade/pierce , 82 vs impact , 65 vs magic
  29. (most of the magical damage is ranged, so he will deal a lot of damage in retaliation to squishy mages. Still have more HP vs blade/pierce than rune fighter
  30. )
  31. Triggerman: (on level 1 he has similar stats to thunderer, less damage but more Hp )
  32.  
  33. Greaser: (interesting mixture between healer/melee mage and blocker)
  34.  
  35.  
  36. Suggested Changes:
  37.  
  38. Soldier
  39. blade to 30% from 40%
  40. Hp increased to 34 from 27
  41. Hills defence increased to 60% from 50%
  42. Mountains defence increased to 60% from 50%
  43. Fungus defence increased to 40% from 30%
  44.  
  45. Miasmist
  46. Hp reduced to 46 from 51
  47. blade resistance reduced to 30% from 40%
  48. exp reduced level 2-3 to 74 from 86 (just to compensate for the loss of HP)
  49. Hills defence increased to 60% from 50%
  50. Mountains defence increased to 60% from 50%
  51. Fungus defence increased to 40% from 30%
  52.  
  53. Marshal
  54. Hp reduced to 52 from 57
  55. blade resistance reduced to 30% from 40%
  56. Hills defence increased to 60% from 50%
  57. Mountains defence increased to 60% from 50%
  58. Fungus defence increased to 40% from 30%
  59.  
  60.  
  61. Gas baron
  62. hp reduced to 60 from 64
  63. blade resistance decreased to 30% from 40%
  64. Hills defence increased to 60% from 50%
  65. Mountains defence increased to 60% from 50%
  66. Fungus defence increased to 40% from 30%
  67.  
  68. General
  69. damage increased to 15-3 from 13-3
  70. Hills defence increased to 60% from 50%
  71. Mountains defence increased to 60% from 50%
  72. Fungus defence increased to 40% from 30%
  73.  
  74.  
  75.  
  76. Triggerman
  77. Hp decreased to 33 from 38
  78. ranged damage increased to 4-6 from 3-6
  79. melee damage decreased to 4-2 (to make up for their strength in ranged damage)
  80. Flat defence decreased to 30% from 40%
  81. (the progression goes from 4-6 to 5-7 to 6-8 and given their high price its somewhat justified (also it will diversify them from the flying scouts who are cheaper but have more movement speed and less damage)
  82.  
  83.  
  84. Gunner
  85. melee damage increased to 6-2 from 3-2(i think the lowered the damage on level 2 was there by mistake)
  86. Flat defence decreased to 30% from 40%
  87. Gunner cost increased to 34 from 32
  88.  
  89. Artillery
  90. Flat defence decreased to 30% from 40%
  91.  
  92.  
  93. Greaser
  94. cost decreased from 22 to 18 (it has 18 damage but no 70% chance to hit)
  95. Hp decreased to 38 from 43
  96. movement increased from 3 to 4 (no unit should have movement 3 unless extremely powerful and greasers were not the case)
  97. Flat defence decreased to 30% from 40%
  98.  
  99. Oiler
  100. movement increased from 3 to 4
  101. Flat defence decreased to 30% from 40%
  102. Exp increased to 84 from 76 (because of the increased damage)
  103.  
  104. Blazer
  105. movement increased to 4 from 3
  106. damage increased to 14-3 from 12-3
  107. Flat defence decreased to 30% from 40%
  108. (Otherwise the units seems quite powerful, but a little bit of a hit and miss)
  109.  
  110. Armored Mechanic
  111. resistances: Arcane 10, Blade 30, Cold 0, Fire 0, Impact 20, Pierce 30
  112. (increase of all resistances by 10% since he's supposed to be armored)
  113. HP increased to 64 from 60 (EDITED)
  114. moves increased from 3 to 4
  115. Flat defence decreased to 30% from 40%
  116.  
  117.  
  118. Wooden Bird
  119. Hp increased from 27 to 32
  120. blade resistance decreased to 30% from 40% (to be systematic with the other clockwork dwarves)
  121. pierce resistance decreased to 40% from 60% (making it slightly less invulnerable to pierce damage)
  122. fire vulnerability increased to -20% from -10% (it is wooden after all)
  123.  
  124. Steel Eagle Cost increased to 25 from 20
  125. Blade to 30 from 40
  126. Pierce to 40 from 60
  127. Fire vulnerability - no change (he's made of steel now)
  128.  
  129. Contraption Changes: (this overall keeps the blade HP, reduces the pierce HP, increases the magical/impact HP and also gives him more damage)
  130. Contraption Hp increased to 23 from 21
  131. Contraption blade resistance decreased to 30% from 40%
  132. Contraption Pierce resistance decreased to 40% from 60%
  133. Contraption damage increased to 6-2 from 5-2 (EDITED) (to address their lack of impact damage (slightly worse than soldier damage/gold ratio - (contraption: 1.16 compared to 1.31 for soldier)
  134.  
  135. So now instead of pierce blocker you get a more complete unit, who fills the gap for the lack of impact damage.
  136.  
  137. Golem damage increased to 7x3 from 6x3
  138. Golem blade resistance decreased to 30% from 40%
  139. Golem pierce resistance decreased to 40% from 60%
  140. Golem cost increased to 16
  141.  
  142. Automaton blade resistance decreased to 30% from 40%
  143. Automaton pierce resistance decreased to 40% from 60%
  144. Automaton flat defence increased to 50% from 40% (this is the buff to compensate for the missing resistances)
  145. (It is also thematic since it has extra pair of limbs so they "scuttle like spiders and leap like frogs" )
  146. Autoamton cost increased to 27 (just in case you can buy it in the ageless heroes)
  147.  
  148.  
  149.  
  150. Wanderer: Kind of heavy infantry, golem and spearman mix.
  151.  
  152. Wanderer cost increased to 22 from 21
  153. Wanderer HP decreased to 45 from 49 (decrease the HPs a bit since the unit is quite good)
  154. Wanderer damage increased from 11-2 to 12-2 (to compensate a bit for the lowered resistances)
  155. Wanderer blade resistance decreased from 40% to 30%
  156. Wanderer pierce resistance decreased from 60% to 40%
  157. Wanderer exp price level 1-2 increased from 39 to 48
  158.  
  159. Rambler damage increased from 11-3 to 12-3
  160. Rambler blade resistance decreased form 40% to 30%
  161. Rambler pierce resistance decreased from 60% to 40%
  162. Rambler exp price level 2-3 increased from 70 to 80
  163. (the upgrade gets a lot of extra hit points and speed just making it cost a little bit cheaper for what it does (instead of a lot cheaper)
  164.  
  165. Itinerant damage increased from 11-4 to 12-4
  166. Itinerant blade resistance decreased form 40% to 30%
  167. Itinerant pierce resistance decreased from 60% to 40%
  168.  
  169. Add:
  170. Automaton
  171. Iron golem
  172. Goliath
  173.  
  174. Changes:
  175.  
  176. Automaton - Golem Soldier (rename)
  177. Iron Golem - Iron Golem Soldier (rename)
  178.  
  179. Automaton (now Golem Solider) resistances:
  180. Arcane to 20 from 30
  181. Blade to 40 from 50
  182. Cold to 20 from 30
  183. Defence in Shallow water increased to 20% from 10%
  184. Defence in Swamp increased to 20% from 10%
  185.  
  186. Iron Golem (now Iron Golem Soldier)
  187. Hp increased to 60 from 48
  188. melee damage increased to 13-2 from 11-2
  189. Arcane to 20 from 30
  190. Blade to 40 from 50
  191. Cold to 20 from 30
  192. exp increased to 90 from 70
  193. Defence in Shallow water increased to 20% from 10%
  194. Defence in Swamp increased to 20% from 10%
  195.  
  196. Goliath
  197. Hp increased to 80 from 61
  198. melee damage increased to 17-2
  199. Arcane to 20 from 30
  200. Blade to 40 from 50
  201. Cold to 20 from 30
  202. Defence in Shallow water increased to 20% from 10%
  203. Defence in Swamp increased to 20% from 10%
  204.  
  205.  
  206. (this way they are sturdy tanks and blocker that deal some damage if engaged (but mostly blockers))
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