Total War: WARHAMMER III

Total War: WARHAMMER III

Reasonable Item Rebalance
 This topic has been pinned, so it's probably important
js02232  [developer] 9 Mar, 2023 @ 5:18am
Balancing Criteria
Balancing Standard Value
Weapon : MA 7, 11, 15
Armour : MD 7, 11, 15
Talisman : WS 7%, 11%, 15%
Enchanted : Hp regen 15%, 22%, 30%
Arcane : mana regen 30%, 45%, 60% / mana cost -10%, -15%, -20%

※ The above criteria are typical, and the items have various effects and are adjusted to have performance similar to the representative figures according to their own effect-specific conversion criteria.

* Faction Exclusive Item: Rarity increased, standard value increased by about 20%
*Unique and Legendary Items: Increases the base value by approximately 70%
[An exception is if the faction has many unique items, such as an empire.]
(There are some items that only get nerfed even with these high numbers!)
(For unique items, campaign effects are not included in the standard value unless they are important effects, and are treated as additional bonuses)

Balancing Factors
1. Active/Passive Abilities
Active abilities have a high effect instantly, and if multiple active abilities are stacked, the number increases exponentially.

For that reason, the effect per unit time of the active ability is about 70% of the standard value.

In addition, it is difficult for AI to strategically use active effects as much as users, but users can use multiple actives to instantaneously produce very high effects.
So, while maintaining the effect per unit time of the active, the duration/cooldown ratio is adjusted to lower the upper limit of the effect.

If the instantaneous effect is strengthened by increasing the duration/cooldown ratio, additional limiting factors such as usage conditions and number of uses will be created.

The normal active duration/cooldown standard is 1:3, and during the duration, the active effect becomes 280%, 4 times the standard value of 70%. At this time, the active usually has a limit of 3 uses.

Another factor to consider when balancing active abilities is area of ​​effect and target of effect.

Based on the most common area of ​​effect of 35m, the effect's value is 50% of the single target's effect.
Based on 55m, the effect value is 40% of single target.

If it is more or less than that, there is no exact standard because it is the range of effect that only considers the active ability.

If the number of targets affected is fixed, it becomes 60% for 2 units, 45% for 3 units, and 35% for 4 units.

There is one more thing to consider here. Regardless of active or passive abilities, it is the difference between self-centered augmentation (area) and curse (area) abilities.

At first glance, there may not seem to be any difference, but the important point is that augmented abilities mostly include 'self'.
Augments always target 1 more unit if there are equal numbers of allied and enemy units other than self within a 35m area of ​​effect centered on you.

As a result, the curse (area) ability activated on you becomes 65% of the single-target effect at 35m and 50% of the single-target effect at 55m.
Even if it is an augment (area) ability, the same value applies if it does not include itself.
However, in the case of active abilities with much more freedom in range designation, 50% of the 35m standard is applied as before.



2. Usefulness of Effect
It takes into account how directly an effect affects the battlefield.
The more general the lower the potential, the more limited the higher the potential. Potential means the maximum impact an effect can have.

For example, direct damage spells have lower potential than augment and curse spells because they affect the battlefield much more directly.

As another example, infantry bonuses and large bonuses have a higher value than melee attacks because they have limited uses.

To take one more example, attribute stalk, unspottable, etc. do not inflict any damage on the enemy by itself. As much as it is affected by the user's manipulation, it has a higher potential.

This usefulness section is very broad and not very clear, so I'm making adjustments based on general play experience.



3. Deviation of effect
Similar to Usefulness section.
The greater the difference between the minimum and maximum of the effect, the slightly higher potential it has.

For example, armour.
armour is one of the stats with a very severe deviation. In the case of an effect that increases armour by 50, it has an effect of reducing damage by about 8% when the opponent's weapon damage ratio is base 3: ap 7 and my armor is 100.
On the other hand, if the opponent's weapon damage ratio is 7: 3 and my armour is 30, the damage reduction effect is about 31%.
At this time, the difference between the minimum and maximum values ​​is about 4 times.
Because of this, armour become a stat with a slightly higher potential.

*Balancing is done by converting the average effect of effects into a standard value. The average effect is the average of the normal expected effects, rather than simply adding the minimum and maximum values ​​and dividing by 2.



4. Synergy
Even if certain effects have the same value, they can overlap or show higher efficiency in combination with other effects.

A typical example is resistance. Resistance increases from 0% to 10% provide exactly 10% relative damage reduction, but from 80% to 10% increases relative damage reduction by 50%.

In order to prevent this excessive synergy effect, basically aim to balance so that synergy does not occur as much as possible.

However, if a synergistic effect is intended, it may have a lower standard value compared to a typical effect.



5. Set Items
Set item effects are given for the purpose of reinforcing the concept of the items that make up the set.

The set effect is given as an additional bonus level so that it is not too strong.

If a strong set effect is given to find fun through various concepts of play, the performance of items that are part of the set may be lowered.

However, this only applies to faction-exclusive items. The adjustment is made within the 20% bonus given to faction-exclusive items, and the item value will not be lower than the balancing standard value.
Last edited by js02232; 17 Mar, 2023 @ 10:24am