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Thread: H6 - Stats and calculations | This thread is pages long: 1 2 3 4 5 · NEXT» |
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Nelgirith
Promising
Supreme Hero
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posted July 03, 2011 06:33 PM |
bonus applied by alcibiades on 23 Sep 2011. |
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H6 - Stats and calculations
Thanks to Alexrom66 who posted the way Heroes stats are affecting damage on Heroic Corner. Here's the explanation in english
The table captions are in french, but it's fairly easy to understand ^^
1. Tooltip explanations.
Swords : Average Physical Damage = (Minimum Physical Damage + Maximium Physical Damage) / 2
Grey Shield : Might Defense
Blue Flame : Average Magical Damage = (Minimum Magical Damage + Maximium Magical Damage) / 2
Blue Shield : Magical Defense
As I explained in the other topic, the % on the unit tooltip are wrong. the value on this tooltip is the good old Defense value for the unit and not the Damage Absorption % tha can be seen in the in-combat tooltip.
The Damage Absorption can be calculated through the Defense - which I'll demonstrate later
2. Damage calculation
First, here comes the easy stuff. My Inferno army is fighting against several Imperial Griffons.
My stack of Demented is going to hit the Griffins. The Demented's damage range is [465-931] and the Griffins Damage Absorption is 29%.
Final Damage = Initial Damage Range * (1-(Damage Absorption / 100))
Final Damage = [465-931] * 0.71
Final Damage = [330.15 - 661.01]
Which is rounded to the closest integer :
Final Damage = [330 - 661]
The same calculation is done with units having magic based attacks, except that we take the Magic Defense of the unit, instead of the Physical Defense.
My Succubi attacking the same Griffin have a damage range of [649 - 1082] and the Griffins have a Magic Defense of 21%
Final Damage = [649 - 1082] * (1-0.21) = [649 - 1082] * 0.79
Final Damage = [512.71 - 854.78]
Which is rounded to :
Final Damage = [513 - 855]
3. Calculation of a stack's initial damage.
Basically, the stack's damage should be easy to calculate :
Damage = Single Creature Damage * Number of creatures
So, in my example, my 163 Succubi are each dealing [3 - 5] damage, so in total [163*3 - 163*5] = [489 - 815]
Which is quite far from the [649 - 1082] above ! This is because my Succubi are lead by a Hero which has a certain Attack value that increases their damage.
Let's see that now !
For Succubi, it's my Hero's Magic Attack that increases their damage (12).
Total Damage = Stack damage * Attack Hero Modifier
Alexrom66 has determined the formula that enables to calculate the modifier with the Attack value.
Hero modifier = ( 1 + ( Attack / 100)) ^ 2.5
With a Magic Attack of 12 :
Hero modifier = (1+(12/100))^ 2.5 = 1.12^2.5 = 1.3275...
And thus :
Total Damage = [489 - 815] * 1.3275 = [649.1475 - 1081.91] = [649 - 1082] !
4. Attack and Damage % evolution.
Here's a table of interesting values : For each Attack point brought by the Hero, you can see how much damage the unit will deal (considering that with 0 Attack, a stack does 100% damage)
And that's how the progression looks like :
Damage is slowly ramping up for each Attack point starting at +2.5% damage per Attack point.
5. Defense value and Damage Absorption.
Damage Absorption works in similar fashion, except that since damage absorption shouldn't ramp up, Alexrom66 determined that Black Hole is using the inverse function.
Damage Absorption = 100 * ( 1 - Defense Modifier)
Defense Modifier = 1 / (( 1 + (Total Defense / 100)) ^ 2.5)
with Total Defense = Hero Defense + Unit Defense
Let's take that stack of Griffins I was fighting earlier ...
They have 15 Might Defense (remember, it's not a % on this tooltip !). since the Griffins are neutral, there's no hero to boost them.
Total Defense = 15 + 0 = 15
Defense Modifier = 1 / ((1+(15/100)) ^ 2.5) = 1 / (1.15^2.5) = 0.705107605...
Damage Absorption = 100*(1-0.705107605) = 29.48 ~29%
6. Defense and Damage evolution.
Like before, here are interesting values to measure the evolution of Damage Absorption and Defense :
And here you can see the evolution :
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted July 03, 2011 06:34 PM |
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Awesome Attack bonus is too low, imho.
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We reached to the stars and everything is now ours
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Vangelis21
Supreme Hero
Manchild
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posted July 03, 2011 06:48 PM |
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Very interesting stuff. One "complain" though. People should REALLY start taking into consideration that not everyone can do all that math. A simpler explanation for each will be appreciated
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Heroes VI is here and Necropolis is serious trouble!
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted July 03, 2011 06:53 PM |
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Edited by Elvin at 18:53, 03 Jul 2011.
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Nice Here are the formulas as we were given:
Creature Might Damage (might based attack)=Creature Default Damage*(1+Hero Might Power/100)^2.5 (min-max)
Creature Might Defense=Hero Might Defense+Creature Default Might Defense
Creature Might Resistance=1-1/(1+Creature Might Defense/100)^2.5*100 [%]
Creature Magic Damage (magic based attack)=Creature Default Damage(1+Hero Magic Power/100)^2.5 (min-max)
Creature Magic Defense=Hero Magic Defense+Creature Default Magic Defense
Creature Magic Resistance=1-1/(1+Creature Magic Defense/100)^2.5*100 [%]
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Zenofex
Responsible
Legendary Hero
Kreegan-atheist
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posted July 03, 2011 06:56 PM |
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Very useful information indeed, thanks.
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ThunderTitan
Tavern Dweller
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posted July 03, 2011 07:23 PM |
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Wait, so they took out the Attack attribute and the swords/flame thing are just the average damage of 1 unit from the stack?! And the Defence attribute simply reduces dmg by a fix amount for every creature?
LAME...
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Crayfish
Known Hero
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posted July 03, 2011 08:08 PM |
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Labelling the axes would make this much easier to skim read
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted July 03, 2011 08:15 PM |
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Quote:
Wait, so they took out the Attack attribute and the swords/flame thing are just the average damage of 1 unit from the stack?! And the Defence attribute simply reduces dmg by a fix amount for every creature?
LAME...
possibly better balanced though
the less factors you have, the easier to balance them
the combination of att x damage and the IF factor (if def>att reduce by 2% per point, if att>def increase by 5% per point) was pretty confusing for non-geeks, and what's worse - it meant might heroes were overpowered at bigger maps.
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We reached to the stars and everything is now ours
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Fauch
Responsible
Undefeatable Hero
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posted July 03, 2011 08:58 PM |
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I'm not sure about that since it's a whole new formula. at least, with the previous one (even if it was slightly different in each game) we have a good idea of how it works, so I would say it is probably easier to balance.
what I'm thinking is that the damage reduction stays exactly the same whether you get attacked by goblins or by phoenix.
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Seraphim
Supreme Hero
Knowledge Reaper
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posted July 03, 2011 09:09 PM |
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Some mod should sticky this.Its good to know all of this.
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thundertitan
Tavern Dweller
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posted July 03, 2011 09:26 PM |
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Quote:
possibly better balanced though
the less factors you have, the easier to balance them
the combination of att x damage and the IF factor (if def>att reduce by 2% per point, if att>def increase by 5% per point) was pretty confusing for non-geeks, and what's worse - it meant might heroes were overpowered at bigger maps.
If by non-geeks you mean anyone who didn't finish 6th grade, then i agree.
And i really hate when they simplify things in the name of balance, especially since 90% of the time they don't balance it anyway.
Also, the Might heroes being OP (not just on bigger maps, Knowledge and Spell Power became redundant at some point, more Atk/Def always helped, and they could learn spells too), i assumed the switch to having different stats for might and magic attack/defence, with creatures relying on one or the other would already help with that a lot...
What this change does is remove a layer of the unique interaction between different units based on their Atk and Def scores...
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Vangelis21
Supreme Hero
Manchild
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posted July 03, 2011 09:47 PM |
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Quote: If by non-geeks you mean anyone who didn't finish 6th grade, then i agree.
this post was very very insulting to many people. I cannot follow all that math (let alone H5 math) and I am more educated than most people. try to be a little more careful when saying something because you might insult people even if it was not your intention.
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Heroes VI is here and Necropolis is serious trouble!
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Doomforge
Admirable
Undefeatable Hero
Retired Hero
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posted July 03, 2011 10:19 PM |
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Quote:
What this change does is remove a layer of the unique interaction between different units based on their Atk and Def scores...
Truth is, if one wasn't overly interested in what they changed here, he would have barely noticed it anyway.
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We reached to the stars and everything is now ours
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted July 03, 2011 10:27 PM |
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Quote:
Quote:
Wait, so they took out the Attack attribute and the swords/flame thing are just the average damage of 1 unit from the stack?! And the Defence attribute simply reduces dmg by a fix amount for every creature?
LAME...
possibly better balanced though
the less factors you have, the easier to balance them
the combination of att x damage and the IF factor (if def>att reduce by 2% per point, if att>def increase by 5% per point) was pretty confusing for non-geeks, and what's worse - it meant might heroes were overpowered at bigger maps.
Easier to balance, perhaps, but also more boring, as it removes the variation in the game. If all factions had identical creatures, they would be perfectly balanced, but who would want that? As with the resource reduction, it contributes to the game just being more one-dimensional and flat.
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What will happen now?
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EvilP
Promising
Known Hero
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posted July 04, 2011 09:19 PM |
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Brukernavn
Hero of Order
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posted July 04, 2011 11:46 PM |
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Maybe it's because I never memorized the formulas for the previous games, but I don't see the problem with these calculations (apart from the fine tuning of the numbers themselves).
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Fauch
Responsible
Undefeatable Hero
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posted July 05, 2011 12:41 AM |
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before, creatures attack and defense were relative to other creatures defense and attack. but now, it seems that the values are absolute.
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kusosaru
Hired Hero
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posted July 05, 2011 03:50 AM |
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Edited by kusosaru at 03:52, 05 Jul 2011.
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Quote: before, creatures attack and defense were relative to other creatures defense and attack. but now, it seems that the values are absolute.
Nothing wrong with that.... except that they forgot to compensate Elite/Champion creatures for the lack of Attack skill. (which means they lack some 50%+ bonus damage compared to core creatures if compared to previous parts)
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Nelgirith
Promising
Supreme Hero
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posted July 05, 2011 09:55 AM |
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Quote: before, creatures attack and defense were relative to other creatures defense and attack. but now, it seems that the values are absolute.
Well, it still is the case.
Instead of having a creature's attack value, it's directly using its damage which is increased by the Hero's attack.
This damage value is then decreased by the opponent's absorption which is calculated the same way the attack bonus is, but based on defense.
The only real difference is that there's not a linear progression of Attack to damage or Defense to damage reduction ratio.
In previous Heroes, it was calculated like (A-B)*X while in H6, it's calaculated like A*X - B*Y which is quite similar except that they can control the way Attack impacts on damage and the way defense impacts on absorption while in previous Heroes, it was plain linear.
On another point, I'm surprised that the hero's Magic Attack doesn't affect his spell damage. Right now, it's only a hero's level that's boosting his spells damage.
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DoubleDeck
Promising
Legendary Hero
Look into my eyes...
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posted July 06, 2011 12:20 PM |
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Thanks for these calculations Nelgirith, very informative. I think it's pretty simple to understand the math just go through it slowly!
Based on the graphs, attack booster seems to go up and up, but defense booster plateau's obviously as it gets nearer to 100%.
Just a qustion about this: Can a creatures defense get to 100%? Then it can't receive any damage and won't die!
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