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Post by Havada on Aug 7, 2019 1:12:04 GMT -8
At first I'd like to ask for something that's been bothering me for a long time: why isn't physical and armor resist simply displayed? What's the point of the yellow star thing that make player to make a calculation about one of the resistances? Also at first you have to look at type of damage of the unit to describe what the value next to the shield means (phys or magic resist) which in total gives two steps to make before you know what are the resists of the unit. What is the point of this? I mean we have these two little windows so we can just see there two types of resistance, just like in old times, instead of seeing one type (which is one time physical, another time magical resist) and have to calculate another type.
How it should look:
Slime
Attack: 50
Physical resist: 40 Magical resist: -20
How it actually looks:
Slime Attack: 50
Resist: 10 > is attack magical? > yes > magical resist = resist + Star value
Star value: -30, so
Magical resist = 10 + (-30) = -20
Another resist = resist - Star value, so
Another resist: 10 - (- 30) = 40 > is main resist magical? > yes > another resist = physical resist
Is there any justification for this extremely inconvenient system?
@edit Yeah, I've been playing for a very long time this game and I still make mistakes when calculating resists so I had to edit this post and fix my calculations lol
And also I have a very solid idea: as there is a lot of extra space in the little windows with values of unit's attack, resist, movement etc., it may be used for displaying ACTUAL statistics of the unit. Actually it's kinda happening, movement range is displayed as an actual mov range, not general mov range for this type of unit, but it doesn't apply to resists and attack. How it may look:
SOLDIER lvl 1
Health: 40/100 - he has 40 hp which gives 40% of total hp so take a look at the attack value Attack: 55 (22) - on the left there is the general attack value for soldier lvl 1 and in brackets there is the true, current attack value, calculated after adding bonuses or penalties and multiplying by % of hp
Phys resist: 5 (20) - same as above - on the left there is the general physical resist value for soldier lvl 1 and in the brackets there is the actual physical resist value. Yep, he is in a village M resist: 0 (15) - same as above Mov range: 4 (1) - same as above, he's been slowed by a golem
The second suggestion is optional, the first one is the most important. And one more thing: this AEII rework is a masterpiece, the balance is really great (especially in PVP games with a low income) and the overall PVP experience is awesome to me. Toyknight! I salute you.
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Post by Havada on Aug 8, 2019 1:14:03 GMT -8
The part that refers to the point 1: "I think that toyknight is the one who knows the exact answer to that ... personally, I don't take much information, I rarely take the time to do the calculations, but I think it's fine as it is, it's efficient to know the weakness of a unit" I mean come on, you can clearly see the weakness of the unit when you see its physical and magical resistance. The star thing is nothing more than an overcomplicated way of showing the second resistance. The part that refers to the point 2: "that It is necessary to make calculations to keep a more active mind, and it would be a bit boring if the available statistics are very explicit." Ha ha! When you are in game and you attack enemy unit, a little window pops up and you can see: - almost true enemy attack in this fight (it doesn't multiply the damage by % of the unit's health but all the other bonuses/penalties are added), for example if your archer lvl 1 is attacking enemy soldier lvl 1, your attack will be shown as 45 and enemy's attack will be shown as 0 since soldier can't fight you back - almost true attack of your unit (as above) - true defence of your unit, referring to type of enemy attack (so either magical or physical resistance is shown) - true defence of enemy unit, referring to type of your attack (so either magical or physical resistance is shown) So what I suggested in the point 2 has partially been in the game forever. I just suggested to make the system of displaying these values more complete. Also don't get me wrong, I'm not forcing this - as these things aren't displayed, you have to focus more on the little things in the game and you need more game knowledge to act properly. On the other hand, these values are already shown in the game when you're planning to atack so this argument is invalid. So yeah, overall I suggest to display the true values of atk, resist etc along with basic values.
Btw I love your maps man nice to meet you
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Post by v4lkyri3m4ni4c on Aug 8, 2019 2:29:30 GMT -8
Ok, basically during battle, the true damage must be shown. (Attack power × remaining health% = actual attack power.)
Some units have skills that affects their attack power, eg the multiplier doesn't exist for berserker because of his skill renders his attack power unaffected by current health.
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Post by Havada on Aug 8, 2019 9:18:00 GMT -8
About the star thing: obviously we all can sum and substract but what is the point of this summing and substracting? I need a single convincing argument. We have two windows in which we should have physical and magical resistance but instead we have in one window a value between the resistances' values and in the second window we have a value we have to add or substract from the first value to get physical or magical resistance. Why, just why for god's sake
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Post by aditya22082002 on Sept 3, 2019 3:59:14 GMT -8
About the star thing: obviously we all can sum and substract but what is the point of this summing and substracting? I need a single convincing argument. We have two windows in which we should have physical and magical resistance but instead we have in one window a value between the resistances' values and in the second window we have a value we have to add or substract from the first value to get physical or magical resistance. Why, just why for god's sake if you had played chess you urself hAve to dig for possible movement or a person like me who is preparing for jee (major indian engineering entrance exam) have to dig for each abd every small thing with accurate mind using the analogy same kind of thing happens while playing this game and it really makes your mind conscious so I m partially not in favour of showing dmg figures I want toyknight that he must make some calculations quite easy
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