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  #1  
Old May 1st, 2007, 06:08 PM

MaxWilson MaxWilson is offline
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Default Re: Army Buffs

I never saw it, and I would have remembered a post like that. Maybe the forum gave you the "Preview" page instead of submitting immediately, and you didn't notice. If you're still up for it I'd like to hear what you meant to say.

-Max
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Old May 2nd, 2007, 07:05 PM
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BigJMoney BigJMoney is offline
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Default Re: Army Buffs

Basically, I was thinking the casting of regeneration should be based on hit points rather than number of units. And it should be slightly skewed toward larger hp individuals.

HPs * (HP-1)/HP

HPs = total hitpoints of squad
HP = hitpoints of average unit in squad

An example would be 10 burning ones:
(10 burning ones * 23 hitpoints) * 22/23
230 * .957 = 220.11

Compare this to 23 Militia:
(23 militia * 10 hitpoints) * 9/10
230 * .900 = 207.00

...you can see that the spell prefers to regenerate the burning ones. If you wanted to skew it even more towards high HP units, you could use: HPs * sqrt/HP

=$=
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Old May 2nd, 2007, 07:55 PM
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Manuk Manuk is offline
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Default Re: Army Buffs

I think that also, bigjmoney. But there's a specific system for each spell or a general casting preference?
I know that curse, horror mark and in fact any individual harmful spell is targeted for the biggest enemy unit but for friendly units I completely ignore how is.
I suspect that is the same way for avery spell.
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