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МОД: Клинок Армагеддона / Armageddon's Blade

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Ment
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The main thing is that Waterfall_13 understands, in any case.
I can't decipher DPM (damage per... what?).

Very briefly.
1. Luck 0 -- damage X
2. Luck 5, no true luck -- damage sometimes X, sometimes 2X, on average 1.5X
3. Luck 5, true luck is present -- damage always 2X

That's it. If you say that true luck doubles the damage, then you forgot to take into account line 2.

All this is irrelevant, what would happen if there was no true luck, what coefficients would there be if there was no true luck... because it has been researched and everything that was before it is no longer important. What matters is that you get a damage bonus of x2.25 with each attack.

As I said above, I consider true luck to be the standard for vanilla, it is the point from which you can start and evaluate other skills. For example, "Forest Guardian" with passive regeneration is, of course, not as strong as true luck, so it requires fewer levels. And "Lord of Darkness", on the contrary, requires 4 branches (+racial).

The convenience of upgrading is also important, and I try to take it into account when distributing skills.

Added 4 minutes ago
Ismail


Bottom line: I didn't go into the details of the New Creatures 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 upgrading and the specifics of a particular faction. (if I understood the author correctly)
x2 Initiative, if this works as I understand it, then it's overpowered, 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 over the opponent, your unit will still go first, 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 this, of course, guarantees them the first turn against any other creatures (excluding Artifacts and other things). Again, if artifacts or other effects "-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, I gave them invisibility for profitability. And, of course, they completely replaced the Rangers as soon as the player reaches them. Their higher initiative than Rangers - consistently gives them the opportunity to go earlier than almost everyone in the game, shooters and mages, and go into invisibility. (probably referring to everyone except assassins)

Did I understand the essence of what was written above correctly? You didn't go into the details of the mod, but at the same time you are discussing the overpowered ability in relation to the "balance" of your own mod and you are emphasizing that your Rangers go twice? What difference does it make that your Rangers have 20 INI, when it's not like that in my mod. And it doesn't matter if your Furies have invisibility or not. In my mod, "invisibility" is not available to everyone, it's too unfair.

It is necessary to discuss the balance of the mod in relation to the balance of the mod. You wouldn't discuss the characteristics of a car in relation to the characteristics of an airplane, comparing which one goes faster on the ground, would you?


Added 1 minute ago
Ment

I can't decipher DPM (damage per... what?).

Damage Per Minute - DPM (more suitable for MOBAs)
Damage Per Second - DPS (more suitable for shooters)

I think it is more correct to say Damage Per Action for Heroes.

Added 1 minute ago

P.S. sorry for the late reply, the forum stopped opening at home, and it doesn't load "fresh" pages through a VPN either (it loads old ones). So, I can only access the forum from work, there are some settings here.


Added 18 minutes ago
P.P.S. in conclusion, I want to say that center perks in multiplayer (PVP) in Random Map Games (RMG) maps, in a year of playing my mod (we played mostly in threes and fours), players do not study them, it is too unlikely to "catch" everything successfully that is required, and a mentor is not available on all maps, or there is not enough money.

So, center perks are more of a PVE format (playing against AI), and there it doesn't matter what the probability of catching is, you can always use saves or a mentor to get what you need, the main thing is that the player has fun in PVE.

By the way, the balance of new creatures is also interesting, the third-level creatures are, of course, strong, but again, it all comes down to multiplayer (PVP), to the economy of gold income, the third-level creatures are very expensive, and they have the same HP. So they die in one or two hits, you simply may not have time to realize their potential (and they are easily taken out by chaos), plus you can't buy everything at once, it's too expensive, you have to choose.
Ссылка на мой мод Heroes 5 Armageddons Blade

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