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Theoretically the case, however, the game also has a minimum attack interval so there's a sweet spot somewhere I guess.
Mounted heroes rides around the blob of enemies a lot instead of staying in one spot to fight, so having each swing hit for 4x damage can makes a difference. Left a hero idle for 10 second in the midst of an infantry unit and they melts fast with this mod whereas previously, they have a lot more chances to get out and hammer & anvil charge again
BTW, if the interval is increased, then the frequency of the attack decreases.... right?
Wait Alex... if the attack interval is also 4X increase, wouldn't the overall dps to heroes be even greater than what's expected?
So instead of hitting for 30 damage every 4 seconds, it's 120 damage every 1 seconds, or am I getting the wrong impression on how attack interval works?
Either way, after some testing, setting it to 10X definitely has a really drastic effect where a ji militia can route Zhang Fei if he's left to fight and not hammer&anvil charge
一个非常兼容的方法削弱英雄,而不需要使兼容补丁的mods,添加新的字符或能力,甚至CA的官方更新。
这是通过改变游戏规则中的一个值来实现的:“实体\攻击\间隔\和\伤害\修改器\对\英雄”
这个值决定了一个隐藏的buff对英雄单位的伤害计算。使用此模式时,此值当前设置为4X。
这意味着当一个英雄与一个拥有以下属性的普通单位战斗时:
近战伤害:10
近战伤害ap:30
游戏将计算单位的实际伤害为
近战伤害:40
近战伤害ap:120
所以,当一个英雄被单位包围并下马时,即使是吕布也很有可能在不遭受重大伤害的情况下脱身
这不会直接影响英雄的单位,甚至是普通单位的血量或伤害值,这是一个应用于单位在游戏中统计数据之上的修正值。
这意味着这个模式是兼容的任何和所有的模式,增加新的英雄/单位/新的能力等。
这个mod也非常容易让用户根据自己的喜好进行修改,只需在RPFM中打开mod.pack并将“实体攻击间隔和伤害修正值对英雄”的值从4改为你认为最适合你的值
作为参考,一个10倍的值将使曹操190战役的指导战中,即使是两个垃圾刀步兵单位也能在20秒左右杀死夏侯敦。4X对我来说似乎是一个很好的地方,英雄们仍然可以很强大,但如果无人看管,会死得比较快,尤其是在比赛后期
注意:你不会在单位的统计表中看到数值的变化,但你会在游戏中感受到。要测试这个mod是否有效,只需将值改为10,并尝试让一个英雄单独参加一场战斗。