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AuthorMiniarts for gargoyles: +5 Attack or +5 defence
Which one is better for a lvl 5 Wizard?

thanks!
foe 5 level? doeble mini-artifacts both for atack and defence
dublearts of attack and defence are bad for gorgoils becouse they beter for golems =)

for gargoils are good defence, first miniart or miniarts part for them is allways defence, becouse they have high defens and hp status already they will become very hard to kill, so choose defence and for scond part its good hp, luck and speed
i don`t think gargoils should forge defence first,if attack and defence is an alternative choice ,i will choose atk ,because your enemy would not attack the enemy who is hard to kill and take little damages(1-1),they will attack golem or magi
for eggplant:
gargoils are like tanks, they do not need to kill enemy, they need to survive as long as they can, they can block enemy, take retaliation whit little losses or fly around while wizard cast spells, and above that +5 attak will help nothing in theyr case
I think attack/def on gargoyles will work well. One reason is it will stack with the rage effect and you can get a pretty high attack from the gargoyles. Another thing is in hunts and in group battles everyone targets the magi first and then golems. So when your golems/magis are dead or while everyone is killing them you got another decent attack unit and their attack keeps increasing as your other troops die.

Of course you can go the pure defense route of def/hp but I usually find I survive long enough to deplete all my mana and that I believe is the most important part of being a wizard in a group battle.
Can anyone give a formula of damage. I hope to know when I add +5 attack or defense, qualitatively, what is the effect.
for Ironfist:

Indeed,the role of gargoyles are tanks,but everyone(include AI) knows that,so the gargoyles would not be under attack at first ,except they are blocking enemy or taking retaliation,as you said before,but the low initiative of golems cause that they can`t always attack free(troops like Frorest Keeper will go to next turn and will attack golems,);on the other hand ,the Magi `s
attack method is shoot in a line,so arrange gargoyles in front of them is not a good choice.Perhaps for groop battles,add 5 def to survive as long is a good choice.so let`s forge them both for attack and defence:)
Formula of damage

» If «Attack» (A) of attacking stack more than «Defence» (D) of defending stack:

Damage = Quantitiy * random(min_damage, max_damage) * [ 1 + 0,05*(A-D) ] * [ 1 - Faction skill*3/100 ].

» If «Attack» (A) of attacking stack less than «Defence» (D) of defending stack:

Damage = Quantitiy * random(min_damage, max_damage) * [ 1 - Faction skill*3/100 ] / [ 1 + 0,05*(D-A) ].

» Quantity - quantity of creatures in attacking stack;
» random(min damage, max damage) - random number from a range defined by parameter «Damage» of creature;
» Faction skill - hero skill of defending stack of that faction to which the defending stack belongs.
well, attack on gargs is quite useless, attack increases effective dmge by a percentage, but the dmge output of gargs is miserable (1-2) 15% more on 30 dmge a stack is still next to nothing.

golems on the other hand are the dmge dealing troops magi have, so an increase there has a considerable effect
Well, according to the formula, if the gargoyles already have the advantage in attack. (That in itself isn't that hard to achieve since most heroes have better attack than defense.) Towards the end of a battle I can get an extra +4 attack for the gargoyles from rage. Now lets say I added a +5 att/def mini art to gargoyles. That would be an extra +9 attack which can translate to 45% more damage.

I think that is a pretty acceptable increase. But I do agree with you they would be more effective on golems, but most of the time I will have my best attack mini arts on my golems.
defence
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