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- Mar 27, 2012
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This will probably work better as a technical bundle of formulas, rather than a tutorial, because it doesn't teach any specific thing.
How much are different stats/attributes worth compared to others?
At what point does a unit become unbalanced? What might cause it?
Firstly, I do not have a definite way to compare every stat to every other. That is fairly difficult and accurate results are impossible, due to stats having different usefulness in different situations.
Example:
Life regeneration works better if you have few battles, while lifesteal is good if you have many.
How much are different stats/attributes worth compared to others?
At what point does a unit become unbalanced? What might cause it?
Firstly, I do not have a definite way to compare every stat to every other. That is fairly difficult and accurate results are impossible, due to stats having different usefulness in different situations.
Example:
Life regeneration works better if you have few battles, while lifesteal is good if you have many.
Damage
Synergizes with: Effective health(suicide-ish attacks work better), range(dealing damage earlier, more constantly and over other units), attack speed, lifesteal.
Balancing damage isn't truly very hard. Just note that it becomes incredibly powerful on high survivability units(health, health reg, lifesteal, range)
Health
Synergizes with: Armor, evasion, speed, range, lifesteal
Evasion
It works by reducing hits taken, so the amount of hits taken per attack is:
Hits taken = (100-Evasion)/100
This gives you a factor. Multiply damage by this factor and you get effective damage against an evasive unit.
Armor
Armor increases effective health and comes before evasion calculations, due to working after evasion.
First you take the health your unit has. Then you add 6% additional health for every armor you have, meaning you do 1.06ˇarmor and then multiply result with health
The effective health bonus from armor is health*1.06ˇarmor
Effective health
Evasion is calculated after armor and through hits taken(look up for formula).
The bonus added by evasion is health*1/hits taken.
The formula is (Health)*POWER(1,06;Armor)*1/Hits taken
Synergizes with: Effective health(suicide-ish attacks work better), range(dealing damage earlier, more constantly and over other units), attack speed, lifesteal.
Balancing damage isn't truly very hard. Just note that it becomes incredibly powerful on high survivability units(health, health reg, lifesteal, range)
Health
Synergizes with: Armor, evasion, speed, range, lifesteal
Evasion
It works by reducing hits taken, so the amount of hits taken per attack is:
Hits taken = (100-Evasion)/100
This gives you a factor. Multiply damage by this factor and you get effective damage against an evasive unit.
Armor
Armor increases effective health and comes before evasion calculations, due to working after evasion.
First you take the health your unit has. Then you add 6% additional health for every armor you have, meaning you do 1.06ˇarmor and then multiply result with health
The effective health bonus from armor is health*1.06ˇarmor
Effective health
Evasion is calculated after armor and through hits taken(look up for formula).
The bonus added by evasion is health*1/hits taken.
The formula is (Health)*POWER(1,06;Armor)*1/Hits taken
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