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Interpreting Unit Resistence to Damage


Thales
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image.png.55dadb8c8c3ffd22fea77f1ac6f31f86.png

Based on the graphic above; when attacking an elephant, you would primarily use piercing (projectile) weapons.

The resistance to piercing is 41%. Hacking would appear to be less successful at 52%. The least successful would be crush at 88%.

Is that interpretation correct?

 

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3 minutes ago, Thales said:

 

image.png.55dadb8c8c3ffd22fea77f1ac6f31f86.png

Based on the graphic above; when attacking an elephant, you would primarily use piercing (projectile) weapons.

The resistance to piercing is 41%. Hacking would appear to be less successful at 52%. The least successful would be crush at 88%.

Is that interpretation correct?

 

Correct interpretation. 

 

btw-those stats are insane, namely the attack and cost.

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37 minutes ago, Thales said:

Is that interpretation correct?

That is correct if with succesful you mean effective. It doesn't mean it has a 52% chance to succesfully attack a target.

 

36 minutes ago, wowgetoffyourcellphone said:

attack and cost

I agree, if anything, the stats for attack should be inverted. Elephants should be a shock unit, not a siege unit imo.

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7 minutes ago, Grapjas said:

I agree, if anything, the stats for attack should be inverted. Elephants should be a shock unit, not a siege unit imo.

Maybe:

800 health

80 hack and 20 crush

200 food, 200 metal, 30 seconds, 3 pop

Attack type should be Tusks, not Trunk (lmao).

 

Game needs trample effects. If implemented, the attack can be lowered a bit. Or, perhaps elephants can deal melee splash damage. 

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11 minutes ago, wowgetoffyourcellphone said:

Attack type should be Tusks, not Trunk (lmao).

I noticed this too when modding it lol.

Could also just make them cost alot of food imo, because it's not too hard to get a good food income. Say like 1000 food so that they won't be spammed like crazy. It wouldn't be too hard to mix an elephant or two into your army (depending on the flow of the game ofc). 

The damage type should probably be pierce (main) and a bit of crush because they headbutt and sidesweep targets. Maybe a tech upgrade that let's them hit 3 nearby units at once, but split the damage across enemies hit.

11 minutes ago, wowgetoffyourcellphone said:

Game needs trample effects.

It's on my to-do list for the mod (no eta though lol).

Edited by Grapjas
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3 hours ago, Grapjas said:

Could also just make them cost alot of food imo, because it's not too hard to get a good food income. Say like 1000 food so that they won't be spammed like crazy. It wouldn't be too hard to mix an elephant or two into your army (depending on the flow of the game ofc). 

1000 food seems a lot. Seleucids and Mauryas had significant numbers of war elephants on the field. Seems a shame to limit them to a couple dozen per match. If they're more of a battlefield shock unit, then having 30 of them can turn the tide of battle, but not necessarily bulldoze entire bases as they currently do. In fact, I'd remove their crush attack altogether to focus them more on combat (hack) than siege (crush). Folks get too caught up in the naming of the attacks. "Crush" isn't literal, it means "siege damage." 

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13 hours ago, wowgetoffyourcellphone said:

1000 food seems a lot

I mean it's a strategic availability to build more farms/traders to go for more elephants. 

13 hours ago, wowgetoffyourcellphone said:

30

That's alot and pretty much an unstoppable force at that point. 

13 hours ago, wowgetoffyourcellphone said:

Seleucids and Mauryas

Could make the cost lower for them as a more specialized civ for elephants, or with a unique exclusive tech.

13 hours ago, wowgetoffyourcellphone said:

Folks get too caught up in the naming of the attacks

Nothing wrong with (trying to) keeping them logical though. Pierce weapons have a sharp point, whereas hack weapons has sharp sides, and crush is simply blunt weapons. Tusks don't have sharp sides (unless weaponized).

Edited by Grapjas
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