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Heroes Community > Library of Enlightenment > Thread: Numerical creature rankings
Thread: Numerical creature rankings This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
Wyvern
Wyvern


Promising
Famous Hero
posted October 07, 2001 09:20 AM

So the Wyvern is the weakest and the Mighty Gorgon is better. But the Wyvern Monarch is even better than the Cyclops King (as I supposed). So you must upgrade your Wyverns! Anyway, these rankings won't change my mind - the Wyvern is the best. He seems to be weak only because the designers of HoMM3 gave him lower stats than the other level 6 creatures.

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 07, 2001 11:15 AM

Coldfyrius formula:
V=((H(1+(D/20)))(M(1+(A/20))))^0.5(S+10+(O/4))(B)

I believe in this type of formulae you'll need to model speed and shots/shooter as different factors. Otherwise you'll get really odd effects.

For instance the ability of the medusa to shoot is modelled the same way as it had one extra speed. I'd probably never buy the medusa if it had that +1 speed instead of being able to shoot. Even a +3 speed increase is not worth the lost ability to shoot.

The ability to shoot is something that should be modelled as a separate factor or as it having "no retaliation" a certain %-age of the time, and a 50% damage penalty the rest of the time.

And btw... why not just write down the "B"-values from your formulae and your justification of this particular value for each creature.

IMO, this is the interesting part worthy of discussion. Just comparing the creature ratings without knowing what numbers you've used for a particular creature is not that useful. In other words we should start by dicsussing the model and the bonuses that apply for abilities and not the numerical ratings themselves.

I would like the scenario where we discuss and agree on a model before applying it to all the creatures.

Since I have already put down the values in an excel sheet it would be easy for me to calculate all the values by simply altering the formaulae, and the special columns.

Yeah, and I'll need to add a Shots column for your formulae, although this is not all that much work. (And IMO opinion the # of shots should matter very little, if at all. Almost all creatures can traverse the battlefield in four rounds.)

And yes, I could do this for any other model too. (It may take a few days or weeks before I get the time but it's not all that much work.)

And come to think of it, how do you model the shoot-twice shooters?

Do you apply a bonus for being able to loose two shots in a round, and continue to use the normal # of shots and normal damage?

____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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Coldfyrius
Coldfyrius


Promising
Famous Hero
Vice-God for Marketing
posted October 07, 2001 06:11 PM

OK, here are a few of my ability modifiers:
No Enemy Retaliation: *1.8 to damage
Attacks All Adjacent Enemies: *1.75 to damage
Attacks up to 3 Enemies: *1.6 to damage
Two Attacks/Shots: *1.75 to damage
Flier/Teleporter: +2 to speed
Mind Spell Immunity: *1.05
Level 1-3 Spell Immunity: *1.1
Level 1-4 Spell Immunity: *1.15
Total Spell Immunity: *1.2
One-School Spell Immunity: *1.1
Protection from X Spellcasting: *1.05
Faerie Dragon Spellcasting: *2
No Hand-to-Hand Penalty: *1.25
Fire Shield: *1.1
Petrification/Paralyzation 20% Chance: *1.15
Morale/Luck Modifiers: *1.1
That's all I can
____________
"All the punks are gonna scream, 'yippee!'/ 'Cuz it's the thing that only eats hippies."
-The Dead Milkmen

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 07, 2001 09:29 PM

Okay here's my take on the ability modifiers. First of all we have to make up a model of how many attacks are made with retaliation and without retaliation (shooter, attack of no retaliation creature, or no retaliation left), as this will influence the values of the abilities.

First a word on the model:
We may want to give different bonuses on Attack, Defence, Health, and Damage. The way Heroes work means that an additional Attack point may increase the damage with as little as 2%, but if you have a higher attack than the opponents defence it will be 5%. So something in between 2% and 5% would be Ok.

For this reason we should usually not apply bonuses as bonuses to Attack and Defence (unless the feature is coupled to the Attack or Defence), but rather as bonuses to Damage and Health. Taking into account that your own troops are often led by a hero who gives additional bonuses, an additional Attack value point will give a 5% bonus more often than the Defence value point will give a 5% reduction of damage. (This applies against all wandering monsters, which is the bulk of the combats.) For this reason it could be argued that Attack value is more important than the Defence value.

At the moment there's no difference to apply percentile bonuses to Health or to Damage, since they appear in exactly the same way in our formulas. The model could however handle them differently. Damage has the same advantage as Attack has over Defence, however a high Health score makes a creature less vulnerable to' damaging'  magic.

Also, beware that all bonuses to Damage and Health are square-rooted, whereas (at least currently) the special bonus, and the speed bonus are not. Thus a bonus of 10% as a special/speed is the same as 21% when converted to Health or Damage. (1.1 * 1.1 = 1.21 which is 21% )

Below is the normal events during one round of combat.

1 attack (when the creature gains initiative)
1 possible retaliation on this attack.
1 taking a hit from an attack.
1 possible retaliation against the attack from another creature.

No retaliation: In this case I see ‘no retaliation' as Health preserving tactics. It removes one of the attacks on your creature each round. Thus, it's modelled as a bonus to health. I assumed 40% additional Health in my own calculations. This is actually a bit too low. 80-100% would be more appropriate, when comparing it to the Shooter bonuses.

I saw that you were more generous with a whopping 80% bonus (to damage). The amount can be discussed, although overall I recommend apply the bonus to Health instead of Damage.

Attack all adjacent enemies: I've modelled this as a factor 2 to damage, assuming this to be the average amount of units you can hit. You modelled it as 1.75.  In addition there should be a ‘special bonus' in this case, because the Attack all adjacent enemies ability makes other creatures think twice before they gang up on it or even on any other of your creatures, as this could place them as targets for multiple attacks. Thus this is a strategically very desirable ability. Anyway, I noticed that I made an error in my calculations here giving the hydra a 1.5 bonus for this while not applying a bonus to the magic elemental (which was the best for cost efficiency even without it.) The bonus of 1.5 is a bit too much, though, so I'd suggest 1.2 special bonus instead. This will make the Hydra a bit weaker in my table.

Attacks up to three enemies: IMO this ability is too easy to work around. Therefore it doesn't happen very often and most of the strategical gain with attacking many at a time is lost. I've given it an 20% to damage and 1.1 as a special. (For a total of about 41%)

Coldfyrius gave a bit more with a 60% bonus.

Two attacks/shots:
This should be modelled differently depending if on you're shooting or if it's a close-combat attack. This because the bonuses are very different in nature.

For close combat, it should be noted that you gain the two attacks only when you Attack and NOT when you retaliate an Attack. Since retaliation and attacks are equally common for close-combat, this means you will do approx. 50% more damage in a round (3 attacks instead of 2). Since the additional Attack is done after retaliation I reduced the 50% to 40%.

Coldfyrius assigned this 75% bonus to damage, which I believe is too high. It should not be higher than 50%.

Shooters are handled very differently by the two systems. Basically, I'm of the opinion that the # of shots are of little importance whereas Coldfyrius uses it as a basis for the scores.

So for a normal shooter I've assigned a special bonus of 1.5 as well as a penalty to damage of 20%. (If you mix them together you get an 80% bonus in the Health/Damage plane.) The damage penalty is because often the target is out of range or you have to make a melee attack.

For a Shooter without close combat penalty I have simply removed the 20% damage penalty, so they have 125% bonus. I then compared this ability to the Archdevil's "No retaliation" ability. They should have a similar worth (the negative with the devil is that it must sometimes use attack and withdraw, a good thing is that it doesn't suffer range penalty), so I should likely reduce the Shooter special a bit perhaps to 1.4 instead of 1.5. (This will give 57% bonus instead of 80%, and 96% bonus without close combat penalty.)

For a shooter that shoots twice I've changed the damage modifier to a bonus of 50% instead of a penalty of 20%. This is based on the assumption that generally, you'll be able to protect your shooters, although at times you will fail but at that time the enemy stacks 'should be' reduced so they don't pose a threat any more. The assumption here is that most of the time the enemy won't be able to attack the shooter.

Coldfyrius assigned a 75% bonus here. While 50% + 20% may appear less it's actually a bigger %-age increase since: 1.5/0.8 = 1.875 or 87.5 %. 87.5% may be a bit high so perhaps I should look over this. If I change the bonus to 40% I will get 75% (1.4/0.8 = 1.75), which is the same as Coldfyrius suggested.

Flier/Teleporter: I've modelled this as a special worth 1.2. (44% converted to Health/Damage)

Coldfyrius: Model it as +2 speed. Since Coldfyrius uses an additive formula the benefit of the ability actually depends on the Speed of the creature. Since no flyer is a shooter we just get: Speed + 10 within the parenthesis.

For a creature with speed 6 the bonus is (10+6+2)/(10+6) = 18/16 = 1.125 (26% converted to Health/Damage)
For a creature with speed 18 the bonus is 30 / 28 = 1.07 (14% converted to Health/Damage)

I'd tend to believe this bonus is too low. Sure, the main use of fliers is during siege combat and when there's many obstacles in the battle area but Flying is a bit more useful than this.

Mind spell immunity: 1.05 (Same)

Level 1-3 immunity: 1.2 (Coldfyrius 1.1)

Level 1-4 immunity: 1.3 (Coldfyrius 1.15)

Total spell immunity: 1.4 (Coldfyrius 1.2)

One school-immunity, Protection from X spell casting: 1 and 1 (Coldfyrius 1 and 1.05)
My reasoning: the school immunity comes with the penalty of increased damage taken from another school. I've considered the benefits to weigh equal with the advantage. As for the Protection from X spells, I've considered them worth virtually nothing. Perhaps that's a bit cruel but even 1.05 seems too much for them.)

Fire Shield: 1.2 (Coldfyrius 1,1) I haven't though all that much about this one. The approach with 1 single Efreet Sultan attacking a huge stack of creatures comes to mind...

Petrification: I've modelled this as an extra 10% Health (since sometimes the enemy won't retaliate your attacks), and a special worth 1.2 because the enemy loses one of his stacks for three rounds. I guess the Unicorn's Blind would also fit in here.

Coldfyrius: 1.15

Morale/Luck modifiers: 1.1 (Same)


There are a few more that comes to mind:

Fire breath attack
Dendroid bind
Poisoning
Harpy strike and return
Mighty Gorgon
Vampire Lord
(Royal) Griffin retaliations (one or unlimited)
Dragonfly Dispel and Weakness.
Zombie's sickness.
Champion's Joust.
Black Knight's Curse and the Deathblow for Dread knights.
Thunderbird's Lightning strike.
Ressurrection by Pit Lords.
Familiar's mana channelling.
Mage and Pegasi abilities (more or less points to cast spells.)
Magic resistance (Dwarves and Golems)
Ghost dragon aging
Behemoth ability.
____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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Coldfyrius
Coldfyrius


Promising
Famous Hero
Vice-God for Marketing
posted October 08, 2001 03:24 AM

You've obviously spent a gargantuan amount of tim working on this, Djive.  When I do a revision of the ratings, I will definitely keep your commentary in mind.

By "One school resistance" I mean the Efriti or Phoenix bonuses.  The Elementals have a basically balanced immunity, except for the Air and Storm elementlas, both of which have a doulbe penalty and get a *0.95 modifier.  I kept the magic immunity bonuses low, because generally most of the damage in a battle comes from creatures, and the immunities block beneficial spells as well.
____________
"All the punks are gonna scream, 'yippee!'/ 'Cuz it's the thing that only eats hippies."
-The Dead Milkmen

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 10, 2001 06:34 PM

Here are my listings for the abilities I mentioned. Looking through them I might actually decide a bit different on some of them now. Anyway, this is what I used for the calculations I posted earlier. For instance the Aging ability would be better as a special, and probably a bit higher value.

Fire breath attack: Damage is multiplied by 1.1.
Dendroid bind: Special 1.15
Poisoning: Special 1.05
Harpy strike and return: Special 1.1 (plus the bonuses for 'Flying' and 'No retaliation')
Mighty Gorgon: Special 1.5
Vampire Lord: Special 1.3. (For the Life drain, it also gets the 'Flying' and 'No retaliation bonuses')
Griffin retaliations: One=Defence skill+10, Unlimited=Defence skill +15
Dragonfly Dispel and Weakness: Special 1.2 and +6 Defence skill (I assume the Weakness decreases the attack skill with 6 or is it perhaps at basic level and only descreases with 3?)
Zombie's sickness: Special 1.05
Joust: Cavalier: Damage is multiplied with 1.2. Champion: Damage multiplied with 1.3.
Black Knight's Curse: Special 1.1
Death Knight's Deathblow: Special 1.2
Thunderbird's Lightning strike: Damage * 1.15
Ressurrection by Pit Lords: Special: 1.3
Familiar's mana channelling. Special: 1.1
Magi ability. Special: 1.05
Pegasi ability. Special: 1.1
Magic resistance. Special. 20%=1.1, 40%=1.2.
Magic damage reduction. Special. 50%=1.1, 75%=1.2.
Ghost dragon aging. Attack skill +4.
Behemoth ability. Attack skill +10
Ancient Behemoth ability. Attack skill +20.

____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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StormWarning
StormWarning


Promising
Famous Hero
Archmage of Thunder
posted October 16, 2001 10:45 PM

Time to resurrect this topic

... with five more creatures completed for the one-on-one rankings.

Monk: +168.5 (about 75 points below the Crusader)
Zealot: +367
Cavalier: +997.5
Champion: +1169.5
Angel: +2740
____________
The calm before the storm is about to end.

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Coldfyrius
Coldfyrius


Promising
Famous Hero
Vice-God for Marketing
posted October 18, 2001 12:39 AM

Level 7 and up Ratings
For CE puposes, one of a resource = 500 gold,
Angel:  4800.00 (CE: 1.3714285714...)
Archangel: 11739.42 (CE: 1.8060646153...)
Red Dragon:  4440.15 (CE: 1.48005)
Black Dragon:  8470.33 (CE: 1.6940663)
Hydra:  3850.05 (CE: 1.75002272727...)
Chaos Hydra:  5501.71 (CE: 1.3754275)
Devil:  4847.63 (CE: 1.514884375)
Arch Devil:  8412.99 (CE: 1.59623454545...)
Bone Dragon:  3117.35 (CE: 1.71386111...)
Ghost Dragon:  5174.86 (CE: 1.478531478531...)
Green Dragon:  4138.20 (CE: 1.426965512741...)
Gold Dragon:  8026.17 (CE: 1.605234)
Behemoth:  2492.64 (CE: 1.66176)
Ancient Behemoth:  4455.50 (CE: 1.273)
Giant:  2758.25 (CE: 1.1033)
Titan:  9093.60 (CE: 1.5156)
Firebird:  4088.80 (CE: 2.7258666...)
Phoenix:  7792.81 (CE: 3.117134)
Fairy Dragon: 12074.94 (CE: 0.862495714285...)
Rust Dragon: 15250.81 (CE: 0.693218636363...)
Crystal Dragon: 19031.92 (CE: 0.7612768)
Azure Dragon: 40113.64 (CE: 1.002841)
Comments:  
1.  The neutral dragons are overpriced.  But I don't think that was a surprise for most people.  Ol' Rusty has the lowest CE in the game.
2.  Ghost Dragon, AB, and Chaos Hydra decrease CE.  I'd pass on them, unless I was drowning in money.
3.  Archangels are far and away the best, and compensation for the resurrection special was minimal, too.
4.  Firebird and Phoenix are as ridiculously underpriced as you thought.
5.  Behemoths are pretty weak, which is due to the fact that I didn't compensate very much for their ability.  But since any other L7 can outrun them, with the exception of Hydra, it's likely that a good battle tactician can take them out with low-lev swarms and magic, thus negating the need to bring level 7s to bear agianst them.
6. CE wasn't as high as I expected.
7. In order:
Azure Dragon
Crystal Dragon
Rust Dragon
Fairy Dragon
Archangel
Titan
Black Dragon
Arch Devil
Gold Dragon
Phoenix
Chaos Hydra
Ghost Dragon
Devil
Angel
Ancient Behemoth
Red Dragon
Green Dragon
Firebird
Hydra
Bone Dragon
Giant
Behemoth
____________
"All the punks are gonna scream, 'yippee!'/ 'Cuz it's the thing that only eats hippies."
-The Dead Milkmen

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 19, 2001 12:07 AM

2.  Ghost Dragon, AB, and Chaos Hydra decrease CE.  I'd pass on them, unless I was drowning in money.

=> I believe I came to the same result for these in regards to CE. This depends. If you have more of these than any other level seven then it makes sense to upgrade them anyway. The same if you cannot afford to purchase all level 7 of the alternative.

=> While the may not be cost-effective, they're very cheap for being level 7, and the power of your strongest stack is an importance factor in combat.

5.  Behemoths are pretty weak, which is due to the fact that I didn't compensate very much for their ability.  But since any other L7 can outrun them, with the exception of Hydra, it's likely that a good battle tactician can take them out with low-lev swarms and magic, thus negating the need to bring level 7s to bear agianst them.

=> That's why you REALLY should upgrade Behemoth to AB. You'll lose a lot less of them. ABs are best in really big maps where you have Heroes who have skills around their 30 and 40's. Then cast Frenzy on the AB, and they'll wipe out any resistance. (Their attack skill will be around 80-90, while reducing the defence skill of the attacked creature to perhaps 5-10. The result is truly devastating.)
____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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StormWarning
StormWarning


Promising
Famous Hero
Archmage of Thunder
posted October 19, 2001 05:29 PM

Unfortunately, there's a limit of quadruple damage from attack and defense, so anything over a difference of +60 is overkill. The lower limit is 30%, when you have a difference of -35. But yes, Frenzy on ABs is ... scary. At expert level, you have an attack skill of (57 + hero's attack + 2*hero's defense), which against almost any creature with any hero will give you the +60 for 4x damage - meaning that one Blessed, Frenzied AB automatically kills an Angel or Archdevil on one hit. I've actually had AAs with a defense of 90, thanks to native terrain and a hero that I spent way too long developing - it was on Tale of Two Lands (AB, XL map) and I hit every single power-up on the map. Loynis was level 34 and had stats of 25-59-40-33. (Of course this was in month 10 ... ) And even they wouldn't have stood up to a Frenzied AB's attack easily - every two ABs would probably drop an AA.
____________
The calm before the storm is about to end.

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 19, 2001 10:05 PM

One correction...

Quote:
Unfortunately, there's a limit of quadruple damage from attack and defense, so anything over a difference of +60 is overkill.


Or at least so I believe. According to page 43 in the Heroes 3 Manual, damage is increased up to 400% in steps of 5%.

This actually puts the limit at quintuple damage, because you can do 400% additional damage. This makes the overkill difference +80 instead of +60.
____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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rychenroller
rychenroller


Promising
Supreme Hero
posted October 21, 2001 10:36 AM

lol, and all this gets you what?
____________
Myctteakyshd

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Dajek
Dajek


Known Hero
Psychedelic Knight
posted October 21, 2001 12:51 PM

Whats so good about sprites? They are one of the weaker level 1 upgrades!
And pixies... arghhh...
They only have 2 hit points.
____________


________ _ _

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AndiAngelsla...
AndiAngelslayer


Disgraceful
Famous Hero
posted October 21, 2001 01:59 PM

bla

Quote:
Whats so good about sprites? They are one of the weaker level 1 upgrades!
And pixies... arghhh...
They only have 2 hit points.


sprites rock, fast, no retaliation, many doesnt matter that they weak they better than pikes or such..

and btw forget all the statistics, the only thing that helps you win battles is experience, experience and experience...get a feeling for the units

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Coldfyrius
Coldfyrius


Promising
Famous Hero
Vice-God for Marketing
posted October 21, 2001 06:29 PM

True, the statistics aren't really that important.  But it gives you some information, and sometimes it can be very helpful.  Should you take along 34 Cerberi or 31 Deomons?  This helps you to rate theese things.  Thigs are always different in the field than tan they are on paper.  But there's nothing in the Library that's universally valid.  That's just how it is.
____________
"All the punks are gonna scream, 'yippee!'/ 'Cuz it's the thing that only eats hippies."
-The Dead Milkmen

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wiggy_wam
wiggy_wam


Promising
Famous Hero
local pirate
posted October 22, 2001 09:34 PM
Edited By: wiggy_wam on 22 Oct 2001

Coldfyrius, from all that I've read on these pages (and I read the WHOLE stinkin' thing) you are a genius.
I agree with virtually all of your comparisons with the exception of one: I always prefer grand elves over evil-eyes, because in my preference, 2 shots are better than one.  


Quote:
OK, here are a few of my ability modifiers:
No Enemy Retaliation: *1.8 to damage
Attacks All Adjacent Enemies: *1.75 to damage
Attacks up to 3 Enemies: *1.6 to damage
Two Attacks/Shots: *1.75 to damage
Flier/Teleporter: +2 to speed
Mind Spell Immunity: *1.05
Level 1-3 Spell Immunity: *1.1
Level 1-4 Spell Immunity: *1.15
Total Spell Immunity: *1.2
One-School Spell Immunity: *1.1
Protection from X Spellcasting: *1.05
Faerie Dragon Spellcasting: *2
No Hand-to-Hand Penalty: *1.25
Fire Shield: *1.1
Petrification/Paralyzation 20% Chance: *1.15
Morale/Luck Modifiers: *1.1
That's all I can


I'd bring up this quote because I'd like to comment about it:
first off . . . no enemy retaliation is a defensive quality, and would effectively raise one's defence about 50-100% depending on how much it's being ganged up on  
so, instead of multiplying the damage by 1.8, it would likely raise the defense by 1.8 (or perhaps the HP by a lesser proportion).
By giving a 1.75 bonus to attacking all adjacent enemies, you are assuming that the creature attacks (on average) 2 creatures instead of one 75% of the time, (or 3 creatures 37% of time instead of one) blah blah blah, you get the point.
spell immunity should probably be multiplied as a defensive factor rather than an offensive one.
otherwise, everything looks good.  

as for the statistics issue, I agree with Andi, and yet I somewhat disagree w/ Andi, why?
well, I agree with Andi because of William James' principle which says "our idea of anything is our idea of it's sensible effects"
In other words, our idea of a creature is in what it does.  Therefore our idea of a creature's value is through our experience with that creature.  <--- I would go so far to say that this is a fact.
The only way that I disagree with Andi, is that the way we first knew the creature and gained experience with the creature, is not by the artistic design or name of the creature, but because of examining it's STATISTICS: attack, defence, damage, HP, speed, etc.
____________
- wiggy ... who has a crush on Rob's models.  Well ... the ones his age (18-26)  

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StormWarning
StormWarning


Promising
Famous Hero
Archmage of Thunder
posted October 22, 2001 10:42 PM

Djive, I'm almost certain that it's a limit of a total of 400% damage, not an additional 400%. If it is an additional 400%, then you're right. Then again, I've never tried it. I think it's a total of 400% because it gives the other one down to a minimum of 30%, and I don't think 30% is the amount you can change it by, considering that I've had some troops deal almost no damage to me before.
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The calm before the storm is about to end.

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Djive
Djive


Honorable
Supreme Hero
Zapper of Toads
posted October 22, 2001 11:05 PM

You have a point there. Taking into account how they have written the reduction of damage section that follows. It probably means it's maximum 400% damage and not 400% additional damage.




____________
"A brilliant light can either illuminate or blind. How will you know which until you open your eyes?"

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Shae_Trielle
Shae_Trielle


Honorable
Famous Hero
of Heroes
posted October 25, 2001 02:27 PM

I agree with Rychee and Andi. These stats are pretty meaningless in battle and they're only half decent (if I had the patience to try and figure out all the number crunching, lol) if you're playing Tactician's Corner map.

Otherwise, your statistics will go out the window. Statistics are all based on 'perfect world' situations which is just fairy lala land to real strategists. You guys sound and look like politicians trying to rationalize everything that goes on, but in the end, I'd think that half of your statistics are pretty worthless. I'd also like to see where on erathia you guys came up with the factors that you used to end up with the statistical figure. No enemy retaliation multiplies damage by 1.8?

Ahem! Please tell us how you arrived at this figure.

Oh yes, in most cases, a simple spell will blow those rankings right out of the sea and turn everything you've done on it's head.

IMHO

Best level 1's in order

Halberdiers/Pikemen
Centaur Captains/Centaurs
Skeleton Warriors/Skeletons
Gnoll Marauders/Gnolls
Master Grems/Gremlins
HobGoblins/Goblins
Familiars/Imps

Don't ask me how I arrived with these statistical rankings, but like Andi said.... get a feel for the creatures.

*smile*

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wiggy_wam
wiggy_wam


Promising
Famous Hero
local pirate
posted October 25, 2001 06:11 PM

IMHO

Best level 1's in order

Halberdiers/Pikemen
Centaur Captains/Centaurs
Skeleton Warriors/Skeletons
Gnoll Marauders/Gnolls
Master Grems/Gremlins
HobGoblins/Goblins
Familiars/Imps

Don't ask me how I arrived with these statistical rankings, but like Andi said.... get a feel for the creatures.

*smile*



pretty good list, however, what about the troggies?  and maybe the pixies?
IMO:
pikemen make good defensive tanks.  Centaurs are more useful.
the gnoll is all around statistically better than the skellie, but if I were necro, I'd exchange ALL these lvl ones with the skeleton transformer  
anyway, here's my little list as to which I would buy the most:
- centaur / captain
- pikemen / halb
- master gremlin (because they're only 40 apiece)
- sprite (they're annoying)
- gnoll  (don't underestimate them!)
- skellie ... a MUST with necro
- trog (1-3 damage beats all the 1-2s)
- goblin (great for fodder)
- imp (I refuse to buy imps unless for ONE purpose: raising demons out of them)  

just my opinion here, no biggie.

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