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https://www.youtube.com/watch?v=5tyrK_FQtuQ
3 comments:
1) bloodletters are a *direct counter* to 2-axe, both in their damage type and their damage reduction type.
2) I'm reverting the changes and buffing bloodletters.
3) sorry for the inconvenience everyone else. This should be the steady build until I release my next mod.
2-axe pick their teeth with bloodletter bones. Even with my previously buffed version and using a 2-axe with *no tech* - just as it comes off the roster, those bloodletters are capped at 41.9 damage which is still just shy of half the 2-axe 84 HP.
2-axe occupy a very large damage and resilience plateau. they'd be a balanced unit at 350-400g.
And you are actually underselling the infinity stones point. At least there were only 5 infinity stones. I look at the crowded bar at the bottom of my Aspiring Champions and I ask myself "What ability *doesn't* it have?"
I don't think the red line is a problem, and the stakes vis-a-vis monogods are unknowable til I've put them in a good place. The main problem with WoC is 3 units are 50-60% more powerful gold for gold than other units on the roster.
Bloodletters only have a 78% chance to hit on the initial charge (where they kill 0 units) and a 63% chance to hit 4.8 seconds later, meaning after 5 seconds they have killed ~12% of the 2-axe models (again assuming 25% of the unit in contact)
So 5 seconds in the 2-axe are doubling kills.
It only gets worse for the bloodletters from there because by the time of their 3rd attack the charge bonus has worn off, and they are capped dealing 41.1 max damage, which is less than half of the 84 hp each 2-axe has, meaning they need 3 swings to kill.
Meanwhile the *minimum* a 2-axe can do is 41.7, which is 2-shotting bloodletters, and the attacks come out 20% faster.
And bloodletters only have a 48% hit chance vs. the 2-axe 55%. We didn't add in Rage btw.
lets just take the armor and charge bonus:
2-axe:
36+5+10(frenzy)=51 attack
39+7.7=46.7 dmg
13+2.6=15.6 AP
4.0 attack interval
33 defense
50 charge
(0.8,0.99) AR
bloodletters:
34+17=51 attack
11+5.5=16.5 dmg
23+11.5=34.5 AP
4.8 attack interval
26 defense
30 charge
(0.15,0.3) AR
0.2 ward
In the initial charge 2-axe are hit capped so they have a 90% chance to do 69.4-79.5 damage. Bloodletters only have 72 hit points per model so every hit that lands has a 74% chance to kill a model outright, meaning if 25% of the unit connects 17% of the models are killed outright.
Because they attack 20% faster, they will likely finish off another ~7% of the bloodletter models before they even get a chance to get a second swing in.
None of those distinctions currently exist, so my goal is to:
1) Fix monogod daemons.
2) create a realistic "undivided option" for Archaeon and the other two, since Undivided is just straight weaker.
3) Populate underutilized areas of Chaos in general with more unique abilities instead of just stats.
As far as plaguebearers, I was comparing 7% ward save to 5% phys resist + terror. I agree with your assessment on slot competition, which was the thrust of my original plan with the mod: if we are limited to 4 they should be at least a situational side-grade to other units. The problem with Plaguebearers is that even with 12% phys resist I still wasn't taking them, so I need to find another way to make them interesting.
My philosophy (admittedly as a hardcore fan - i got into chaos miniatures at like 8 years old) is that Daemons of Chaos *should* have better daemonic access than Warriors, either in quality or quantity, and Warriors should have superior mortal units, with interesting and unusual combinations, (here represented as vassals)
the fun of chaos was always mixing and matching. Taking anything and mixing it with one of the four gods, or multiple gods.
Between warrior factions, Undivided should get moderate blessings from each God that are applied to novel units, to give you creative play patterns that change the roster in a meaningful way (like how a Tzeentch barrier on a Slaanesh unit would allows for guerilla tactics). Champions should get rigid but potent blessings from their specific god applied to across their mortal units (vassals included)