Форум HeroesWorld-а - Показать сообщение отдельно - MMH5.5 - Герои Меча и Магии 5.5
Показать сообщение отдельно
#121
Старый 21.09.2016, 18:27
  #121
^
dredknight
📖
Регистрация: 24.10.2015
Сообщения: 702
dredknight#9852
Регистрация: 24.10.2015
Сообщения: 702
dredknight#9852
По умолчанию
Re: MMH5.5 - Герои Меча и Магии 5.5

NargottСмещение берсерка на бафф фактически дублирует в тьме светлый Карающий удар. По этой причине я отказался от такой реализации.
When it comes to such similarities it is up to personal taste. if you like how it operates leave it be.
Our idea of building the new berserk around actually is what the whole new magic system is based on. Every school has strong side and to some extent can cover a little bit of the others.

Summoning is based on summons but can also add some durability and some damage - raise dead (level 2) and shield ( level 5), firewall ( level 4)
Light focus on durability spells but has some direct damage + crowd control - vengeance and word of light, teleport
Dark focus on crowd control and weakening but can also do some moderate damage + endurance - vampirism (level 5), world of the netherworld (level 4), decay (level 2), the new Berserk (tier 3).
Destruction - Besides the heavy damage it also adds some minor weakening and crowd control effects - fire/ice/lighting perks, Deep Freeze effect.

Note: All spell levels regard the 5.5 mod. "minor" or "moderate" refer to spell effect of a spell compared to a similar one from a school that leads in that aspect. For example:

When talking about moderate damage in Summoning school. Lets take for example Firewall spell (level 4) I compare it to destruction spells from level 4.

Some values to compare with:
Destruction:
Meteor Shower (level 4): 20 + 20*Spellpower damage, 4x4 area of effect
Chain lighting (level 4): 32 + 32*Spellpower initial damage (60 + 60 all 4 hops damage)

Summoning:
Firewall - (level 4): 20 + 20*Spellpower damage. 1x3 area of effect.

Comparing them actually it is the same damage but firewall is harder to cast due to lower range.

If we do similar comparison for crowd control spells in Tote it is obvious (having in mind the previous comments in the thread about pros and cons) that it is much better spell than any of the level 5s from other schools.

With the new approach Berserk is tier 3 spell with significant damage boost but low tactical benefit ( you lose control of your unit and it will probably be exposed for a number of hits of the enemy factions). Here is a comparison with Rightous might and hero with 20 spellpower.

Expert berserk damage base + 150% + 1%*SP = 150 +20 = 170% bonus damage for 1 round ( I am disregarding the bug we cant fix).

Righteous Might - (8 +0.15*SP)*3.33% = (8 + 3)*3.33% = 11*3.33% = 36.63% bonus damage for 2 + 0.1*SP rounds = 2 + 2 = 4 rounds.

so a unit with berserk will do 170% bonus damage and a unit with righteoues might will get 36.63%*4 = 146% bonus damage but the bersker unit will get the penalty of being caught off guard.

I cannot prove to you that the strategic penalty is worth 24% damage increase as we came to the conclusion that any change is worthy if we see that it is not abused by players (overpowered) nor disregarded by them (useless).

In order to get rid of the personal bias factor both players always play the final pvp battle from both sides of the battleground. The stronger your hero is, the harder you will be punish 50% of the games . So at the end both sides feel the bitter taste of their own strategy and eventually player make a mutual decision on what strategy/skill/spell is strong or weak or just as good as it should be.
dredknight вне форума
Ответить с цитированием