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Thread: H5.5 Power Generator | |
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Gidoza
Famous Hero
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posted March 21, 2019 03:13 PM |
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Edited by Gidoza at 15:17, 21 Mar 2019.
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H5.5 Power Generator
Inspired by the post of another user some years ago that fell out of use and is no longer accessible, I decided to create this Excel sheet, which players can use to estimate unit strengths by plugging in the unit stats and receiving a final feed on the unit's power and the total power of a unit set by growth per week.
The sheet isn't perfect, but I'll list some of the main points I use in the calculations.
1. Attack is related to damage and initiative.
2. Defence is related to hit points.
3. Movement by itself has no value.
4. I use "multipliers" to assign special ability changes to affect a unit's power. Some standard examples are the following.
A. Ranged unit = 1.4
B. Melee double attack = 1.6
C. Breath Attack = 1.2
And others. These are all are consistently assigned. Other things, like movement below 3 or initiative below 8 will get decimal multipliers as well.
Each unit is compared to a "default" unit at the top of each level list that functions as the baseline to determine how much stronger or weaker an *individual* unit is compared to the baseline. An appropriate growth rate can then be assigned so that GroBal (the value indicating the strength of the weekly growth of that unit type) is equal for all units of a particular level, leaving the final power of the individual unit at the end.
This is a copy of a new balance set I made, attempting to use the differential HP, attack, and defence as seen in Heroes 3 as a general baseline to sharpen the strength difference between Level 1 and Level 7 units. See how you like it!
If someone knows how to make the Excel sheet look far nicer than I have, please go ahead.
https://drive.google.com/file/d/1s6l9WpYKIok3zwbKEdDEukNBj4QucKO-/view?usp=sharing
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted April 27, 2019 11:53 AM |
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Edited by Elvin at 16:54, 27 Apr 2019.
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I've been meaning to post here for a while but I always got sidetracked with other things. This is a nice and clean chart, easy to understand and tweak. Here are a few things I'm curious about.
First off, should I assume that the stats are 2.5%? And if so where could I change that for customized values?
What are your multipliers based on? Double attack for instance is probably 1.6 because of retaliation losses but why is ranged 1.4 and dragon breath 1.2 in particular? Dragon breath (almost) always hits two targets for full damage.
And how do you rate a) no enemy retaliation b) magic protection c) partial or full immunities d) no range penalty e) spellcasting ability f) Life drain? For instance I see rajas 1.3 but vampire lords at 1 so I must be missing something. And then you have cyclops laser at 1.1, same as untamed 2x2 smashing attack. I also do not understand what influences hp multipliers.
Also did you calculate the tier average by summing the individual unit stats and dividing by number of units? Did it include upgrades as well as unupgraded?
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Map also hosted on Moddb
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Gidoza
Famous Hero
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posted August 24, 2019 12:03 AM |
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Elvin said: I've been meaning to post here for a while but I always got sidetracked with other things. This is a nice and clean chart, easy to understand and tweak. Here are a few things I'm curious about.
First off, should I assume that the stats are 2.5%? And if so where could I change that for customized values?
What are your multipliers based on? Double attack for instance is probably 1.6 because of retaliation losses but why is ranged 1.4 and dragon breath 1.2 in particular? Dragon breath (almost) always hits two targets for full damage.
And how do you rate a) no enemy retaliation b) magic protection c) partial or full immunities d) no range penalty e) spellcasting ability f) Life drain? For instance I see rajas 1.3 but vampire lords at 1 so I must be missing something. And then you have cyclops laser at 1.1, same as untamed 2x2 smashing attack. I also do not understand what influences hp multipliers.
Also did you calculate the tier average by summing the individual unit stats and dividing by number of units? Did it include upgrades as well as unupgraded?
Hi there - thanks for the post and sorry for the delayed response.
Regarding stats - yes they are 2.5%. Actually, defence might be only 2% (not at my computer right now so can't check); the formula for changing that should be the left-most of all those numbers at the end that look kind of like nonsense. You can click a button in Excel (look Google) that actually highlights all the cells that a formula refers to and find it fairly easily.
For multipliers, for some I used a standard value, and for others I used a variable value based on the unit. Yes all ranged get 1.4 - how did I calculate that? I'm not sure if it's even possible to put a meaningful "calculation" on how a ranged attack performs overall - 1.4 just seemed to make sense and I stuck with it.
Dragon breath @ 1.2 might be an underestimation though fairly enough.
Whereas other things I considered "freebies" (eg gremlin repair) because while they might be useful they are niche and might only have a very limited effect.
Multipliers are also influenced by movement speed and initiative below a certain value - movement below 5 and initiative below 9 I gave progressively higher inverse multipliers as it makes the units increasingly vulnerable or useless (that's why the Zombie is a beast now...when it moves and if it's close to anything).
As for offensive/HP multipliers, they really amount to the same thing because they are multipliers after all; I just organized them that way based on the kind of special abilities they have (eg Ghosts have Incorporeal which is defensive).
As for the tier average - I definitely used the upgraded units (because that is the standard in the long run), and yes it is roughly based on an average of all the units; I took what seemed to be the "most" average unit and worked from there.
Again sorry if a few of my responses don't make sense - can't see Excel at the moment so I'm going on memory.
Cheers,
-G
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Gidoza
Famous Hero
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posted August 24, 2019 12:13 AM |
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Oh yeah and I forgot to mention - things like Cyclops Laser do only 50% damage to second target, that's why they have a different value than regular breath attack.
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