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March 10th, 2005, 05:11 PM
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Re: First data: Abysia
Quote:
Scott Hebert said:
From Illwinter's site, Holy-2 is worth 20, Holy-3 is worth 50, and Holy-4 is worth 150. This is what I use.
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These are intended to be read as on top of the commander cost. Landing type 2 priests in the 40-50 range, and type 3 priests 80-90 etc.
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March 10th, 2005, 05:29 PM
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Re: First data: Abysia
I understand, Johan. What I am doing is the following:
Example: base priest
Infantry: 10 (This is the cost to be an infantry commander. It presumes you are straight 10s in combat stats, Encumbrance of 3, base protection of 0, with no Leadership, Magic, or Specials.)
HP(9): -1 (HP, like most stats, are assumed to be a base of 10. If you deviate from that, you cost more/less depending on it.)
Prot(0): 0
Mrl(10): 0
MR(13): 3
Enc(4): -1
Str(9): -1
Att(7): -3
Def(7): -3
Prc(10): 0
Totaling the stat points, I get -6.
Leadership(10): 5
As stated above, a Normal Leadership of 10 is worth 5 points.
Magic(HH): 20
This is right off of Illwinter's site. The Priest has no 'Specials', so totaling:
Infantry: 10
Stats: -6
Leadership: 5
Magic: 20
Total: 29
Does this match Illwinter's projected cost for a Priest? No, it doesn't. OTOH, it may be more fair. As it stands, a Priest is good for a few things:
1. Building temples, preaching, and banishing undead. This is presumed to be part of the 20-pt. cost for a Holy-2 person.
2. Moving troops around. Unfortunately, a commander that won't die to the first attack from a militia and that can move more troops, costs the same (by this formula).
Basically, I feel that in cases such as this, charging 30g for a body that simply cannot fight (or even stand up in a fight) is too much. 10 is much more reasonable.
One of the main purposes of this exercise is to find where the balance points are in commander creation. Armed with the results of this exercise, I plan to do a 'rebalance' mod similar to Saber Cherry's, except apply it to the commanders, across the board.
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March 10th, 2005, 05:37 PM
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Re: First data: Abysia
What is encouraging so far is that the results of your cost formula tends to echo what other players mention as under- and over-priced units. Very cool.
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March 10th, 2005, 05:56 PM
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Re: First data: Abysia
I had noticed that myself.  Well, I want to play with BF Ulm a little more, and then I'll work on some of the other nations.
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March 10th, 2005, 07:11 PM
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Re: First data: Abysia
Scott,
the price for the preist you calculated may be very close to the actual cost of the preist since you did not include the cost multipler for sacred. I don't know what that multipler is ( somewhere between x1.5 and x2.0 ). But if it was half way between those two points x1.75 you get a cost of 50.75 which is perfect!
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March 10th, 2005, 07:19 PM
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Re: First data: Abysia
Huzurdaddi,
Yes, that would fix it... but would break all the other priests.
An Anathemant Salamander would be 300g with that multiplier. An Anathemant Dragon 540g. Etc. etc.
If someone can show me where a priest is not sacred, I might try to work it into the costs somewhere. Until then, I'm going to keep working on this, and then try to analyze everything 'at the end'.
I'm much more inclined to think that a priest is balanced at 30 than to try to apply arcane formulae so that his cost comes out to 50.
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March 11th, 2005, 03:35 AM
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Re: First data: Abysia
Wuldn't holiness be taken into account by the H2 cost similar to the bonus abilities given to other magical disciplines? Illwinter's site says (in general) it is a 50% increase. Look at Pythium's Theurg however:
The Theurg costs 150gp/1rp and has magic paths of A, W, S2, H3. Ordering the paths from highest to lowest we get:
Basic Commander Price: 30gp
S2: 1st Path, level 2 = +90gp
W: 2nd Path, level 1 = +20gp
A: 3rd Path, level 1 = +10gp
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150gp
But wait a minute!
H3: Holy Priest = +50gp
So the Arch Theurg (according to Illwinter's scheme) gets H3 for free--not including the 50% sacred cost increase.
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March 11th, 2005, 03:39 AM
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Re: First data: Abysia
Living Ermor has non-sacred priests.
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March 11th, 2005, 03:47 AM
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Re: First data: Abysia
I see... If you see where I am going with the example above, there are many instances in the game where units are given substantial cost bonuses, regardless. Most Holy units are sacred, but few take into account the cost increase for sacredness, and some do not even take into account the actual cost of Holy magic--cite also the Monk, cost 30gp, H2; that is unless, the Monk's "body" as Scott mentions is worth only 10gp and then, his sacredness is still free OR included with the cost of H2.... That still leaves the conundrum of units like the Theurg.
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"Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." -- Sun Tzu
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March 11th, 2005, 04:42 AM
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Re: First data: Abysia
Quote:
Verjigorm said:That still leaves the conundrum of units like the Theurg.
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Well, theurgs are cheap because they can't really accomplish much without a large set of communicants backing them up. Theurgs and arch theurgs have base encumbrances that are extremely high for most spellcasters as it is assumed that you will have many communicants around.
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