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Heroes Community > Heroes 5 - Modders Workshop > Thread: Balancing
Thread: Balancing
Ma_trix
Ma_trix


Adventuring Hero
Carpe Diem
posted June 22, 2006 12:43 PM

Balancing

This thread is created to discuss how HoMM V could be balanced. Maby some changes in buildings' or creatures' costs? Maby some changes in creatures' statistics? Or even adding new abilities to certain creatures?
Without topics about important things we won't be able to invent new issues to be fixed up. Let the battle... sorry discussion begin

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 22, 2006 01:19 PM

I have done some calculations on this. The problem is, that Nival uses some formula to calculate a Power rating for their creatures, and they haven't responded to my mail about letting us have knowledge of this formula. Thus, one can only approximately judge the power of the creature based on comparing it to similar creatures of the same level. Obviously, what should be included in the power rating is:

- Attack and Defense Value: Higher Attack and Defense value = more powerfull. Generally, Attack seems to weigh heavier than Defense - after all, an offensive unit is more usefull than a deffensive one.
- Minimum and Maximum Damage - and important factor.
- Speed and Initiative - Initiative is more important that Speed.
- Hit Points - again, this factor seems less important than Damage in their calculations.
- Specials - possibly with some evaluation on the strength of these.

To my experience, the easiest value to asset is actually the cost, and use this as a starting point to calculate growth and cost through the formulas listed below. As long as creatures are not too special, cost can fairly easily be evaluated by comparing to existing creatures.


To get a ballanced unit, there should be a sensible proportionality between Power, Cost and Growth. This is best represented by three numbers, the Powergrowth = Power x Growth, the Costgrowth = Cost x Growth, and the Power-Cost-ratio = Power / Cost. These values should be roughly similar for each level, and should have these values approximately:

Level 1:
Powergrowth: 4000 +/- 200.
Costgrowth: 1400 +/- 100.
Power/Cost: 2.85 +/- 0.15.

Level 2:
Powergrowth: 4800 +/- 200.
Costgrowth: 1900 +/- 100.
Power/Cost: 2.50 +/- 0.10.

Level 3:
Powergrowth: 5800 +/- 200.
Costgrowth: 2500 +/- 100.
Power/Cost: 2.30 +/- 0.10.

Level 4:
Powergrowth: 7050 +/- 250.
Costgrowth: 3500 +/- 100.
Power/Cost: 2.05 +/- 0.05.
Notice: Base growth is always 5 except Super-strong units (Dungeon, Sylvan) who have 4.

Level 5:
Powergrowth: 8900 +/- 200.
Costgrowth: 5500 +/- 100.
Power/Cost: 1.65 +/- 0.05.
Notice: Base growth is always 3 (Inferno and Academy have growth boosters).

Level 6:
Powergrowth: 10.000 +/- 300.
Costgrowth: 6800 +/- 200.
Power/Cost: 1.45 +/- 0.05.
Notice: Base growth is always 2 (Sylvan has growth booster).

Level 7:
Powergrowth: 12.000 +/- 500.
Costgrowth: 9000 +/- 400.
Power/Cost: 1.35 +/- 0.05.
Notice: Base growth is always 1 (Necropolis has growth booster).


Total all levels:
Powergrowth: 52.500 +/- 1000.
Costgrowth: 30.800 +/- 800.


Unusual creatures: Some creatures are "unusual" for their level, whis is mostly significant at the higher levels where growth is more or less fixed. Unusual creatures fall besides the average unit of that level because they are extremely deffensive, have much lower hit-points or otherwise differ. Good examples are Spectral Dragons, Treants, Djinn and Hydras. These creatures will typically receive a different weekly growth than the other creatures of that level, and therefore be cheaper and less powerfull.

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