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January 3rd, 2004, 04:35 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: Melee Power Rankings Chart
Oh I just looked at Soulless attack skill... makes sense they did so poorly.
Are these all one-on-one duels with no repel stage?
PvK
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January 3rd, 2004, 05:00 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Melee Power Rankings Chart
Quote:
Originally posted by PvK:
Oh I just looked at Soulless attack skill... makes sense they did so poorly.
Are these all one-on-one duels with no repel stage?
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No, there are always repel attacks (if one unit has a longer weapon). Everything is one-on-one in the charts I listed. However, in Deathmatch mode, the battle ends when a unit dies, and in Gauntlet mode, the survivor keeps fighting a new unit over and over, in roughly 40 round blocks. You'll notice that soulless do MUCH better in Gauntlet mode, because they do not accumulate fatigue, so they eventually wear down a living unit until its attack and defense are also very low=)
The simulator supports Groups of units, by the way, I just did not use any. You can run "java Fight 28*Militia 2*Hydra", for example, to see if 28 militia will beat 2 hydras (they will). You can also include Groups of units in the Matrix mode.
With Groups, though, remember that the sim does not support spacing, so every unit is assumed to be in reach of every other unit, and a unit will just attack random units in the other group, with no preference for closeness or remaining hit points. The Dominions rule of 1 unit per weapon, including multi-hit weapons, is enforced. However, the rule of attacking only units in 1 square is not enforced, since there are no squares. Also, area of effect weapons (Wail, Fire Flare) currently affect only a single unit.
-Cherry
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January 3rd, 2004, 06:40 AM
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Major General
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Re: Melee Power Rankings Chart
Power Rankings updated! Check the first (bottom) post in this topic. It now uses the Combat Sim v24.
Additional features: flaming weapons and berserking
Corrections: life steal
Additional units: Caelum, and lots of gods.
Matrix modes tested:
Gods
Cavalry (includes Jotuns and other large units)
Infantry (all infantry-ish units, and archers)
Extended Infantry (same units as infantry, but units are in multiples to reflect their price)
Full Matrix (all units)
-Cherry
[ January 03, 2004, 04:41: Message edited by: Saber Cherry ]
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January 3rd, 2004, 08:56 AM
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Captain
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Re: Melee Power Rankings Chart
Cherry,
A question for you. Is this just the pure melee results, with no spells included? I believe it is, which is why the mages get their butt kicked.
Thanks for the information, especially on MAR, who I am using with right now. Sorting out which are the stronger infantry is very helpful right now. I am in a great game and still very close at turn 50. The nice thing about this is I am using the high level spells because I need them, not because I have won the game and want to see what they do!
Thanks!
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January 3rd, 2004, 10:05 AM
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Major General
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Re: Melee Power Rankings Chart
Quote:
Originally posted by Saxon:
Cherry,
A question for you. Is this just the pure melee results, with no spells included? I believe it is, which is why the mages get their butt kicked.
Thanks for the information, especially on MAR, who I am using with right now. Sorting out which are the stronger infantry is very helpful right now. I am in a great game and still very close at turn 50. The nice thing about this is I am using the high level spells because I need them, not because I have won the game and want to see what they do!
Thanks!
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Yep, it is melee only. Mages don't cast, archers don't shoot, and as of now... tramplers don't trample. But some archers are quite effective in melee, and Marginon's crossbowmen are a good example. Best melee performance per resource for Marginon. Well, except for highly blessed flagellants, of course...
...and you're welcome! But remember the numbers are generalities, and in specific cases you would want to deviate. For example, pikemen or halberdiers are better against barbarians than either of the swordsmen are, despite their lower score. You can run a smaller, more customized matrix if you download the sim. And you can design flagellants with your custom blessing.
-Cherry
P.S. I just updated the "Gods" chart again - it is almost complete. Keep in mind that the titanoid, demihuman, undead and demonic gods get a lot better with equipment.
[ January 03, 2004, 08:24: Message edited by: Saber Cherry ]
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January 3rd, 2004, 11:12 AM
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Corporal
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Re: Melee Power Rankings Chart
What are Fenris or Evil Mist? Are they gods you created? Or are they new gods in the patch?
Also, can you run them for units from specific national themes? Thanks.
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January 3rd, 2004, 12:34 PM
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General
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Re: Melee Power Rankings Chart
Quote:
Originally posted by Saber Cherry:
OK, I updated the sim to be in accordance with everything Johan said. Remaining questions... and if you have some idea of the answer, even if you are not a dev, please respond!
*******************************************
1) How much flame damage is done by the Flambeau and other firey swords?
2) What is the probability of going berserk when damaged? Is it 50%, or 75%, or based on damage done, or based on berserker level?
3) How much fatigue damage is done by "paralyzing poison" (in blow darts, and poisoned claws)?
4) When you take fatigue damage above 200, how much health damage is done? I have it set at 1 health damage per 10 points of fatigue over 200 but that's a complete guess=)
-Cherry
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1) In the case of fire brand and flambeau 12. Probably the same for other magic weapons. Frost brand also 12 (but cold of course).
2) Morale check.
3) & 4) not sure.
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