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   Forums-->Combat problems-->

The new mechanism of rapid/delay was a disaster!



AuthorThe new mechanism of rapid/delay was a disaster!
In the previous changing, the admins changed the mechanism of rapid and delay from multiplicative to additive, making it seemingly parity between holy and dark spells.

But when dark spells themselves add to each other, additive mechanism can make disasters.

Recently I was engaged in a WG versus three heroes. When my Forest brethrens (19.6 i) was cast Delay by a Darkness demon (-50%) and then received mayhem (-30%) from a spearmen.

Guess what? The forest brethren, under additive mechanism, has its initiative reduced by 80%.
I was seeing 3.8 initiative of this creature and wasn't able to act it until the end of the battle...
can you show the link? I don't think it would go down to 3.8..
The disaster was when you were holy with expert talent and delayed by dark demon. That might be punitive, but blind from unicorns alone cripple an unit for longer than mayhem and while the dwarf is slow, elves can move 50 times before blind goes away on its own.
for SwiftGirl:
1) Rapid (increase of initiative) and Delay (decrease of initiative) Spells are calculated by summing up the effects, e.g. once one casts 40% increase and 30% decrease of initiative, the effect would equal to 10% of increase of initiative;
https://www.lordswm.com/forum_messages.php?tid=2558679
https://www.lordswm.com/war.php?lt=-1&warid=840992659
FB initial initiative 20.1. Delay 40% + mayhem 30%, init drops to 6, if the DD had -50% delay the initiative would've dropped to 4 instead.

Yup, the new additive system works very well stacking effects, which of course would destroy any previous balance from this game, since it was built without this drastically change. (However we would've to assume that this game is actually balanced, which is kinda a joke.)
I think delay and rapid spell are calculate on original initiative, not current initiative.
The link above shows that it's calculated on the final initiative.
Say artefacts gave some %, plus fsl another % bonus, then after the final number the haste/delay will increase/decrese.

Problem is, the effects are stacking up, it shouldn't happen.
Yup, the new additive system works very well stacking effects, which of course would destroy any previous balance from this game, since it was built without this drastically change. (However we would've to assume that this game is actually balanced, which is kinda a joke.)

It changed the balance as much as it did when it was change from additive to multiplicative. Then, it's not as if dark demon had troops with mayhem ability, so it effectively made a combination of demon + dwarf more effective but 2v2 is pretty biased reguarding combinations of factions/builds already.

This is just an extreme exemple limited by random triggering chance (other abilities are based on moving on the ATB rather than changing ini), I can already think of several winning moves depending on combinations of factions/builds in both teams.
Fury barb also has a unit with mayhem.

3v3 battles increases the chances of facing a dwarf with spearmans or a fury barb with ogres.
Luckly there isn't many skills that could potentially addtively stack up.
Problem is, the effects are stacking up, it shouldn't happen.
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