Combat, Earthquake spell functioning suggestions taking into account the hero's spell power #7493
Replies: 5 comments 10 replies
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Proposed mechanics is not quite clear to me. What if we have, say, 5-6 damage (hero with SP 10), but just two walls (suppose that other walls are already destroyed by the catapult). How exactly should this work? Should the Earthquake be guaranteed to destroy the remaining walls or not? What should be the mechanism for distributing excess damage, especially in cases when not all fortifications are built (e.g. castle has no Turrets), or some of them are already destroyed? |
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I think, for Earthquake spell, 1SP should count as 1 catapult shot at Basic Ballistics skill, or no skill, if testing results in spell being OP, despite huge mana cost. |
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Hi, @LeHerosInconnu |
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Just for comparison sake, in OG earthquake has flat 75% chance to damage every wall section, 15% to deal double damage, 50% to break a tower and 25% for the moat bridge. Every roll is made independently and it adds up to 6 damage on average. It will require 12 spell power to achieve similar result with current suggested values. I'm not against spellpower scaling, but we have to be careful not to weaken an already unpopular spell. |
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My suggestion is quite simple: |
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So, here are a few suggestions on the functioning of the Earthquake spell, taking into account the hero's spell power.
For castle defense, these values are currently used:
This corresponds to a total of 16 hit points for the Knight's castle when the fortifications are built, and a total of 12 hit points for the other castles.
Consider that the Ballista can also be hit by the Earthquake spell.
Let's keep the hit point values for the Earthquake spell the same as for the catapult, also with the constraint of not creating additional graphics for damage to castle walls, etc., and assume that each point of the hero's spell power does 0.5 damage (rounded down for these initial damage).
Let's also randomly add 0 or 1 damage to the result obtained.
Also, the initial damage cannot be less than 1 damage.
This gives us:
So, an average hero with a spell power of 10 will need to cast the Earthquake spell two or three times to destroy all the castle's defenses (excluding the catapult shots).
A hero will need a spell power of 22 to possibly destroy all the castle's defenses with a single Earthquake spell cast.
A hero will need a spell power of 24+ to be guaranteed to destroy all the castle's defenses with a single Earthquake spell cast.
For the Knight's castle, if the fortifications are built, the hero must have a spell power of 30 to possibly destroy all the castle's defenses with a single Earthquake spell cast.
A hero will need a spell power of 32+ to be guaranteed to destroy all the Knight's castle defenses, with the fortifications built, with a single Earthquake spell cast.
Earthquake spell damage is randomly distributed across the city's defenses.
However, as with actions during combat, this is a determined randomness, with the same actions resulting in the same damage in the same places for the city's defenses.
As walls must be destroyed from the top and not the bottom, if the Knight's castle fortifications are built, they are hit first.
The Ballista is also considered stronger than the castle's other defenses.
It is consequently more likely not to be hit directly.
All parts therefore have the same chance of being hit, these are:
The Ballista (1 hit point) is three times less likely to be hit.
Damage is distributed over two phases.
One point of damage is subtracted from the total damage points.
The "reduced" damage is applied, then the substracted damage point is applied.
The aim is to make it possible to hit the same portion of wall twice with the same Earthquake spell cast, so that it is less predictable in the way it hits the castle's defenses (less boring).
Here are a few examples:
Earthquake spell does 4 damage:
Earthquake spell does 4 damage:
Earthquake spell does 4 damage:
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