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Author | Gargoyles mini-arts question |
With this crises i have no gold to create double mini-arts for my gargs, so i would like an opinion on which is better:
1) create +4hp mini-arts, which makes them 19hp, and at level 8 24hp; that costs me 150 gems=55350 gold (at facility prices)
or
2) create +7defense, that costs 210 ore=38850 (at facility prices)
Can you tell me which is better, and differences between them, something like cost/eficience ratio? | 2)
Because gargs are used for cannon fouder or used to survive in hunts. plus it is 20000 cheaper which means you can save up for arts on other units. | That is why i have this doubt:
do they have more resistance with plus 136hp, at this current recruiting or will 7 defense make them last longer? | I agree; I am still using the same +5 defence mini-art I've fitted to my gargs since faction level 4. For the reasons masterTI mentions...your gargs will always be in the thick of things, and I find they are usually my last surviving troops. | 3)
There is a separate mini-art for magic-proof. Increasing defence will not provide extra protection against magic, but most of the damage done to your gargs will be ranged or melee, so defence goes a longer way. | Do you know how +7 defense reduces damage taken by ranged and melee?
Some formula or something?
With that info we can compare both mini-arts... | Topic moved from "General game forum" to "Queries and help". | Rules of damage and healing
The general damage dealt during an attack is a sum of damage dealt by every single creature in the attacking stack. The damage is usually chosen randomly between the minimal and maximal damage parameters of a stack. Damage dealt equals the product of that digit and the number of creatures in the stack. The attack parameter increases dealt damage, while the defense parameter of the defending stack decreases it.
>>If "Attack" (A) of the attacking stack is bigger than "Defence" (D) of the defending stack, then
Damage = N * RND(min, max) * [1 + 0,05 (A-D) ] * [1 - 3*Y/100]
>>If (A) is smaller than (D), then
Damage = N * RND(min, max) * [1 - 3*Y/100] / [1 + 0,05*(D-A)]
Whence:
N - number of creatures in the attacking stack;
RND(min, max) - random integer from the "Damage" parameter delta;
Y - The level that the character in command of the defending stack has reached in faction skill of the attacking character's faction.
The damage dealing obeys the following rules. First, the damage is dealt to one creature of a stack; if the damage value is greater than that creature's life total, it perishes and the rest is dealt to the next one; if there is still damage "left", it is dealt to the third creature, and so on. In the end, either the stack perishes completely, or a certain creature is dealt damage not enough to kill it and stays wounded. The hit points of a creature can be seen in the context menu to every stack. Ctrl+click a creature to view it.
i just got that out of the about the game thing
u do the math |
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