Endru1241 wrote: ↑Sat Nov 12, 2022 6:44 pm
Also calculated how it would change if part of anti-building bonus would be constant.
In megas and especially fort case - buffed aoe melee are on the level of strongest siege machines (Berserker 100*2 vs fort 301*2 vs high castle, Zweihander 131 vs fort, 474 vs high castle), while the rest only go up to fire catapult level (man at arms 56 vs fort, 155 vs high castle).
Some solution would be to level it all to some more common value.
Pure anti-building (swordsman bonuses) having:
+50% +5 vs structures, +100% +10 vs fortifications, except big, +700% +24 vs mega buildings, +150% +17 vs big fortifications
+50% +6 vs structures, +100% +12 vs fortifications, except big, +700% +30 vs mega buildings, +150% +21 vs big fortifications
+50% +8 vs structures, +100% +16 vs fortifications, except big, +700% +40 vs mega buildings, +150% +28 vs big fortifications
+50% +10 vs structures, +100% +20 vs fortifications, except big, +700% +50 vs mega buildings, +150% +35 vs big fortifications
going from shielder (sub swordsman level), swordsman, broadswordsmen to man-at-arms.
While having all aoe melee units at level of:
+40% +5 vs structures, +80% +10 vs fortifications, except big, +200% vs mega buildings, +90% vs big fortifications
With exception of zweihander as concentrated at anti-building acitivties with:
+50% +10 vs structures, +100% +20 vs fortifications, except big, +400% vs mega buildings, +120% vs big fortifications
Non-aoe with weaker bonuses would need to be set accordingly, e.g. axe thrower at:
+25% +4 vs structures, +50% +7 vs fortifications, except big, +200% +20 vs mega buildings, +60% +14 vs big fortifications
That would make all those units deal vs megas around 200 damage maxed, while around 100 initially (except sub-swordsman at ~70).
With slightly bigger bonuses zweihander would also be different with initial ~170, while maxed over 300.
Fort would get "Big" category of course.
Still wondering if bonuses vs siege, armored siege and ships should have different constant values, just bundled together (so the same) or left as pure percentage like right now.
Main intention would be to have:
- initial damage of weakest units much higher vs their specialised targets
- units less dependent on buffs
- more similar max damage vs multi-tiled targets between aoe and non-aoe units as aoe was never meant to increase damage vs buildings
My main concern is if the level I chose for strongest damage is not too low (it's a little lower from unburdened ram).