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МОД: Клинок Армагеддона / Armageddon's Blade

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#734
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True luck doesn't provide a 2x damage multiplier.
The luck stat for a hero, if developed, is equal to 2.25 times the elven luck. Units have a minimum of 3 luck (since we developed it), more realistically 4-5 (it's easy to add artifacts).
With 3 luck, the expected damage without true luck is 1.375. With it, it's 2.25. An increase of 1.63 times.
With 5 luck, the increase is only about 1.38 times.
This is still a very strong bonus, of course, although after the dwarves came out, I was a little surprised that they reduce enemy damage by at least a clean 2 times without any "buts." On the other hand, their development in the center perk is worse in terms of having two schools of magic that are antagonistic to each other, so a certain balance is maintained. For rangers, true luck looks quite natural, on the contrary. I don't know this mechanic thoroughly, of course; if the buff doesn't take effect immediately, that's a good balancing factor. However, x2 damage and x2 initiative later, I can't say that the former is much better – initiative gives you the opportunity to attack different stacks of the enemy in a row, as well as huge tactical flexibility. Essentially, initiative is both an increase in damage and an increase in speed, and the ability to distribute damage differently, and the ability to remove a counterattack in time, and the ability to generally lead the enemy around the battlefield, shooting him down with chaos in the process, etc., etc. By the way, can you develop empathy for such a hero? I would focus on that first
If the damage isn't x2, but noticeably less, then x2 initiative will definitely be stronger. It also depends on the synergy or anti-synergy of these branches, but in general, yes, it sounds reasonable. Oh! I didn't know that was possible, cool. 👍

I reread it.
The gnome's central perk is really good and unpleasant when you play against it (especially when you don't expect it), but it doesn't work when your opponent is a Mage. Secondly, and funnily enough, it doesn't apply to enemy Machines like the Ballista. And thirdly, successful enemy attacks will simply be like normal attacks. That is, if your opponent has simply developed luck, the only meaning of this perk is that the opponent's (only creatures) will not have successful attacks and there will be a chance of unsuccessful attacks (depending on how much luck there is).
The elf's luck is a similar situation in general; without this initial luck from skills, formally, even a regular Banshee's Cry or a couple of artifacts with a minus luck effect will bring everything back to the original randomness "one way or another." But you definitely won't have unsuccessful attacks.

There's also a funny thing, like a week in which Luck and Defense are not activated in battle. That's the week when you can safely rush into the enemy necropolis with a skull of Marquel and feel absolutely comfortable with your -8 luck and defense and with an army of 3 races that hate each other.

Conclusion: I didn't go into the details of the new perks of this mod, but I don't quite agree with the approach of balancing perks based on a strong perk and out of context of the development and characteristics of a specific faction (if I understood the author correctly).
x2 Initiative, if it works as I understand you, then it's OP, no arguments. If anything, there is a spread on the scale, but it still depends on the initiative. And, for example, with a certain gap, your unit will still guaranteed go before the opponent, no matter what spread comes out. Just for comparison, in my mod, Assassins were given as much as 20 initiative to be able to compete with Rangers, and naturally, this guarantees them the first turn against any other creatures (without taking into account artifacts and so on). Again, if artifacts or other effects of "-initiative" affect the opponent, this spread may be such that the Assassins will consistently go 2 times before the opponent's first turn, and this is not the limit. Another example is Furies; for profitability, I gave them invisibility. And naturally, they completely replaced Rangers as soon as the player reaches them. Their higher initiative than Rangers – consistently gives them the opportunity to go before almost everyone in the game, shooters and mages, and go into invisibility (probably everyone except assassins)
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