Reported by @soloooy0 in forum and confirmed by me, iber champion cavalry has low damage against construction.
The damage is well below a23 vs buildings. When it was implemented, the values were to "start", needing further refinement.
I tested some numbers and variables and the best option was to change the damage from 1 to 3. It is a not very strong damage at the beginning, but as you attack, the damage is quite considerable. Iber is a civilization with little siege, so cavalry is important.
Details
- Reviewers
Feldfeld - Group Reviewers
Balancing - Commits
- rP24738: [gameplay] Buff Iber champion cavalry damage
test vs buildings/ships.
Diff Detail
- Repository
- rP 0 A.D. Public Repository
- Lint
Automatic diff as part of commit; lint not applicable. - Unit
Automatic diff as part of commit; unit tests not applicable.
Event Timeline
How about doubling the damage and changing the interval to 3000 and duration to 9000?
Without patch: Total damage of 2 (8000 / 4000 * 1).
Current patch: Total damage of 6 (8000 / 4000 * 3).
Proposed patch: Total damage of 6 (9000 / 3000 * 2). The advantage is that it is more visible that the entity is losing health due to a SE.
Indeed as of right now iber champion cavalry's fire damage has very little effect. I like the proposals in this patch, either borg or Freagarach values
That said are Freagarach's values really equivalent? For example if an iber champion cavalry constantly attacks a building, is the 'Duration' constantly extended or something different happens?
Other than that I have the feeling skirmisher champion cavalry might be quite strong, but I have no problem about iber's one being stronger because I feel this civ doesn't have a lot going for it.
The effect stacks. So if it attacks another time, there is a seperate timer that runs for the new effect.
Yes, you'll have to apply it manually (just change the number). It happens more often with @borg-'s patches.
While they may not be as strong as they used to be in A23, they're still stronger than comparable units.
I think Freagarach's values are a bit more natural, it makes fire damage more continuous.
I think I like Freagarach's version more too, but the increase from 2 to 6 seems OK, it's rather minor compared to the base damage I guess.