Page MenuHomeWildfire Games

[gameplay] balance iber champion cavalry damage
ClosedPublic

Authored by borg- on Jan 20 2021, 2:20 AM.

Details

Summary

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.

Test Plan

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

borg- created this revision.Jan 20 2021, 2:20 AM
borg- requested review of this revision.Jan 20 2021, 2:20 AM

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.

I see. Then just in case I will do some experiments with the new values I think.

I think there is an issue with the patch (file path)

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.

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.

Is an alternative, the end result would be the same.

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.

Feldfeld accepted this revision.Jan 20 2021, 10:27 PM

Good for me, the fire values before the patch had very little effect.

This revision is now accepted and ready to land.Jan 20 2021, 10:27 PM
This revision was automatically updated to reflect the committed changes.
Owners added a subscriber: Restricted Owners Package.Jan 20 2021, 10:44 PM