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Post by kaibaman on Oct 17, 2018 5:04:48 GMT -8
still working on dark sage am trying to balance it Can you code? i wish i could bro
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Post by v4lkyri3m4ni4c on Sept 22, 2019 17:20:30 GMT -8
Well, since dryads are physical damage dealers that can handle magic units, they are prone to physical attacks, ie themselves. I just came up with a magic damage dealer that can withstand both physical and magical attacks: Earth Elemental - true master of defence that gain strength when standing at forest or mountain. They are very slow, however. Atk: 55, magic (+5 per level) Def: 20 Aff: 0 Move: 3 Range: 1-3 Cost: 600 Slot: 3 HP growth: 25 per level Skill: son of forest, son of mountain, (defense aura?) If you think the range is too long, 1-2 should balance it. The Earth Elemental is same like golem, except this one deals magic damage, has ranged attack and moves very slow. I don't know if this should be doing good, even if toyknight added it, testing required to find the balance. Should it be added to this campaign? As for defense aura, here's its effect: nearby allies have fortified status (+10 def). But is it right to give it such skill? I decided to remodify its stats Atk: 55, physical (+5 per level) Def: 30 Aff: 0 Move: 3 Range: 1-1 Cost: 1000 Slot: 5 HP growth: 25 per level Skill: son of forest, son of mountain, melee defender Any thoughts?
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Post by v4lkyri3m4ni4c on Sept 22, 2019 17:33:22 GMT -8
If earth elemental, the true master of defence, is added, then I propose new units as tank killers. (Reworking my once suggested units into tank killers.)
Dryad Atk: 60 (+10 per level) physical Def: 15 Affinity: 5, physical Range: 1-1 Move: 5 Cost 400 gold Skill: son of forest, armor shredder
New skill intro: armor shredder (Deals extra damage equals to 80% of foe's original defence, such bonus damage can only be reduced by def bonus from affinity/terrains/skill)
Wolfwitch Atk: 60 (+10 per level) magical Def: 15 Affinity: 5, magical Range: 1-2 Move: 6 Cost: 800 gold Skill: assault force, son of land, armor shredder
Any ideas??
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Post by v4lkyri3m4ni4c on Sept 23, 2019 23:17:33 GMT -8
Here's how Armor Shredder skill works:
60 atk - 20 def = 40 dmg. Due to armor shredder dealing bonus damage equals to 80% of foe's origianl defence, therefore, (20 original def points *80% = 16 points of bonus dmg.)
Dryad deals physical damage, so if she attacks foes with high physical defence, eg slime:
60 atk (Dryad) - 10 def (Slime) = 50, as 80% of 10 is 8, dryad should deal 58 dmg to slime. But as slimes were designed to be magic damage dealers that can tank physical damage, affinity is considered. Hence, 58 was reduced by 30, down to 28.
Now, dryad vs sorceress:
60 atk (Dryad) - 20 def (Sorceress) = 40, (20* 80% = 16), so dryad should deal 56 damage to sorceress. But the sorceress' affinity is magical, which means she take 20 more damage from physical attacks, therefore, 76 physical damage from dryad to sorceress.
Note: terrain/skill bonuses will reduce the anti-tank damage.
Now, wolfwitch vs slime:
60 atk (Wolfwitch) - 10 def (Slime) - 50 + 8 = 58, wolfwitch deal 58 dmg to slime. Due to slime's great weakness against magic damage, (10 def - 30 = 20), wolfwitch deals 78 dmg to slimes.
Wolfwitch vs sorceress:
60 atk (Wolfwitch) - 20 def (Sorceress) = 40 + 16 = 56, total damage is 56. But sorceress' affinity type is magic, this reduced the total damage by 20, making it 36 instead.
Terrains: eg if dryad attack slime that was stationed on house, which gives 15 def, (numbers were based on lv0 standards) 60 - 10 (original def) = 50 + 8 (armor shredder) = 58 - 30 (Slime's affinity) = 28 - 15 (House) = 13
Wolfwitch vs sorceress on house: 60 (Wolfwitch) - 20 def (Sorceress) = 40 + 16 (armor shredder) = 56 - 20 (Sorceress' affinity) = 36 - 15 (House) = 21
Any thoughts? Free to express your views
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