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Thread: [MOD ToTE] Balanced Arcane Archers ? | This thread is pages long: 1 2 · NEXT» |
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Nebdar

  
    
Promising
Supreme Hero
Generation N
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posted September 28, 2008 12:13 AM |
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Poll Question: [MOD ToTE] Balanced Arcane Archers ?
After some writing, reading,posting , testing in this thread i release the variants of balanced Arcane Archers.
First
Atk: 6
Def: 5
Dmg: 7-8
Inn: 11
Spd: 5
Hlt: 14
Sht: 12
Abilit: Shooter
Force Arrow ignores 10% Defence
No Range Pen.
Second
Atk: 6
Def: 4
Dmg: 7-8
Inn: 10
Spd: 5
Hlt: 14
Sht: 12
Abilit: Shooter
Force Arrow ignores 15% Defence
No Range Pen.
Third
Atk: 6
Def: 3
Dmg: 7-8
Inn: 10
Spd: 5
Hlt: 14
Sht: 12
Abilit: Shooter
Force Arrow ignores 20% Defence
No Range Pen.
Which one is most balanced
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Asheera

    
      
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posted September 28, 2008 01:42 PM |
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I'd say the third (it is mine, isn't it?), in the first they still have 11 Initiative which makes them slightly superior to Master Hunters...
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razor5

 
   
Famous Hero
Freezing...
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posted September 28, 2008 03:38 PM |
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Yes,the third makes them balanced with the MH
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Nebdar

  
    
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Generation N
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posted September 28, 2008 03:48 PM |
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Quote: I'd say the third (it is mine, isn't it?), in the first they still have 11 Initiative which makes them slightly superior to Master Hunters...
Yes the Third is Asheera's idea.
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LucJPatenaude

  
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Known Hero
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posted September 29, 2008 09:01 AM |
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Arcane Archers are already balanced.
Using Necromancers and, with dark magic spells of the 2nd level of Mage Guild will, stop them dead in their tracks, to the point of not being able to shoot straight at any range at all.

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alcibiades

    
      
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of Gold Dragons
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posted September 29, 2008 09:08 AM |
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Oh ... talking about necromancy ... look who's back from the dead.
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Nebdar

  
    
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posted September 29, 2008 09:50 AM |
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Quote: Arcane Archers are already balanced.
Using Necromancers and, with dark magic spells of the 2nd level of Mage Guild will, stop them dead in their tracks, to the point of not being able to shoot straight at any range at all.

What about other faction or magic resistance
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Lexxan

    
      
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Unimpressed by your logic
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posted September 29, 2008 10:45 AM |
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Quote: Arcane Archers are already balanced.
Using Necromancers and, with dark magic spells of the 2nd level of Mage Guild will, stop them dead in their tracks, to the point of not being able to shoot straight at any range at all.

Lol. And what are those spells? Drunkness? Heavy Bow? LOL.
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Coincidence? I think not!!!!
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Nebdar

  
    
Promising
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Generation N
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posted September 29, 2008 07:02 PM |
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Edited by Nebdar at 11:45, 10 Oct 2008.
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Quote:
Quote: Arcane Archers are already balanced.
Using Necromancers and, with dark magic spells of the 2nd level of Mage Guild will, stop them dead in their tracks, to the point of not being able to shoot straight at any range at all.

Lol. And what are those spells? Drunkness? Heavy Bow? LOL.
He was thinking about Confusion spell so much that he has been affected by it (so it seems)
I see that many voters can not give up so easliy the power of AA by voting for Third choice. I still think the best is First one because it makes the AA good in Long Range Shoots(better than MH) and MH good in Short Range Shoots(better then AA) so they can be a real alternatives for each other.
I will update the link when needed
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Asheera

    
      
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posted October 10, 2008 02:06 PM |
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Quote: I see that many voters can not give up so easliy the power of AA by voting for Third choice.
Actually the third one is weaker than the first one, since it has 10 initiative instead of 11
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Nebdar

  
    
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posted October 10, 2008 02:28 PM |
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Quote: Actually the third one is weaker than the first one, since it has 10 initiative instead of 11
The 1 initative was not the problem but the damage output. AA deal superior damage in every situation only that need balancing IMO
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Fauch

   
      
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posted October 10, 2008 07:39 PM |
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I have another solution which is reducing the initiative rather than the damage. but of course it will lead to another problem which is that the stack is more likely to be destroyed before it can act, but if it acts before getting attacked, it will destroy a whole stack (like usual)
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Nebdar

  
    
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posted October 10, 2008 08:37 PM |
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Quote: I have another solution which is reducing the initiative rather than the damage. but of course it will lead to another problem which is that the stack is more likely to be destroyed before it can act, but if it acts before getting attacked, it will destroy a whole stack (like usual)
Balance can be achieved by many ways but often the simplest solution is the best solution
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Fauch

   
      
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posted October 10, 2008 09:54 PM |
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and what do you call the simplest solution?
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Nebdar

  
    
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posted October 10, 2008 10:51 PM |
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Edited by Nebdar at 09:50, 18 Feb 2009.
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reducing force arrow defense negation to 10%
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Fauch

   
      
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posted February 04, 2009 05:19 PM |
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that makes their ability kinda useless. better decrease the damage and keep a decent defense reduction (at least 25%)
10% defense reduction = -3 defense on level 7 creatures. even zombies do better.
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Asheera

    
      
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posted February 04, 2009 05:23 PM |
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You're forgetting the bonuses from the hero 
Also, who says that it's their specialty to reduce defense? They already have no range penalty and high damage.
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Fauch

   
      
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posted February 04, 2009 05:29 PM |
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yeah, but the defense reduction is the only thing which makes them unique. otherwise they are just like crossbowmen.
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Hellburn

 
   
Famous Hero
The efreet
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posted February 05, 2009 08:56 AM |
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IMHO:
Dmg: 7-8
Inn: 10
Sht: 12
Abilit: Shooter
Force Arrow ignores 25% Defence
No Range Pen.
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Nebdar

  
    
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posted February 05, 2009 04:41 PM |
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Edited by Nebdar at 16:41, 05 Feb 2009.
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Fauch and Hellburn in my opinion and some guys in this thread the problem is too big diference in damage potenial between AA and MH. As Doomforge has shown and explained on the graphs here 18th post, almost on the bottom of page, that even with Unicorn Horn Bow the AA is almost always superrior damage dealer.
So the idea was to reduce it damage potential. And how is the problem.
The general idea was to make AA best when used as long range/attack focused battles and the MH best when fighting in close range/defense situations.
I have gathered different opinions in Temple of Ashans Thread and made an simulation battles with different moded AA variants. You can find the results here 13th post!!
the third battle results prove to be the best in the light of my expectetions AA was the best when the enemys where far far away but when they where to close the MH was definetly better.
So i think the solution three or four are the best.
But thats just my opinion
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