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Thread: Age 55 potential changes

  1. #121
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    Quote Originally Posted by Pillz View Post
    Please provide us with the intel of these magical provinces with 45 mod TPA.
    If you really think 45 mod is geting into the realm of the magical maybe theres a reason y kds at your level are looked down by the "top" at least some players realize its typical/normal.

    Quote Originally Posted by Mal View Post
    Rages faery ran about 30 mod tpa with baron honor in our last conflict. 45 tpa is easily achievable to any Faery above marquis.

    The idea that you can aw or prop faery with high success is crazy, you need about 2x target tpa for high success as they are difficult ops. You are easily requiring the halfling run 45+ tpa to have moderately good success on a well played faery. That's the point damaging a faery with ops is a pipe dream.
    For exact numbers I point you to another thread where i talked about how broken fearies can be right now.
    Its a feary marquis by the way, our duke had a bit better in overall numbers.
    Quote Originally Posted by Persain View Post
    Mod tpa 44.89
    2.87*1.3*1.1*1.35*1.21 = 6.704047
    6.7*6.7 = 44.89

    So 187% science mod,
    1.3 race mod
    1.1 Invisibility
    1.35 TD mod
    1.21 honor mod
    6.7 RAW TPA.

    For what its worth mod wpa of ~32 to go along with those numbers
    2.9*1.3*1.2*1.21 = 5.47404
    5.8*5.47 = 31.726

    190% science mod,
    1.3 race mod
    1.2 mages fury mod
    1.21 honor mod
    5.8 raw wpa

    and about 148 dpa
    that puts him about

    1.5 dpsec/acre
    13 epa
    5.8 raw wpa
    6.7 RAW TPA.
    something like 2 ppa.
    29 population.

    Decent science a few homes, and marquis honor very reachable. our duke is in war sitting on Population: 70,593 citzens (31 per acre)
    Last edited by Persain; 26-07-2012 at 09:17.

  2. #122
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    Quote Originally Posted by Avenger View Post
    Use MV maybe?
    Trust me, orcs do have cons. Their stealth is close to useless (unless Tact ) and their mana is totally useless (except for the casual defensive spell).
    Try fighting late-age undeads(especially clerics) with said orcs.
    Yes, you can always use MV. But that means you need twice as much mana for each of these provinces. Normally failratios are about 15-20% for faeries, so putting MS on 10 provinces will cost you about 25% mana. If you have to MV all of em it will cost you 50%. Just an example of this age:

    Orc/Sage
    Baron Rank

    As a sage it's easy to get a sci like this:

    20% pop
    25% BE
    150% Magic

    Means you have 32,5 PPA.

    10 def specs/acre --> 55-60 dpa.
    8 elites/acre --> 85 opa (with a few TGs).
    8 peasants/acre --> 91% BE if you don't run homes.
    2 raw tpa
    4.5 raw wpa --> 11,25 mod wpa

    How is anyone going to break you with these numbers if you also run 20% WTs?


    Playing faery this age I managed to get (on 1700-1800 BPA) about 6 raw wpa/tpa, running 50/50 elites/specs for dragon killing. Even with these stats it was very hard to get through to Orcs.

  3. #123
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    Honestly the changes that have been made these few ages have been nothing but good for the game. I really like how it is becoming increasingly obvious for different races and their obvious roles within the game e.g. Faery as support, Orc / Undead as heavy attacker. If this continues, it's great for the game since more collaboration and team work will be required to win wars.

    All races seem to be moving in the right direction except for Avian. They just seem left out, no uniqueness to them e.g. why the sabotage damage and why the Vermin? (as someone pointed out earlier). Avians are about "flying creatures" and their advantage is based on attack times, not really a thief / spell caster. On that note, I would also like to add a uniqueness to them around "food" to make them a little more unique (exactly like undeads). Just a suggestion:

    Avians
    - 25% attack time
    Spread and is immune to Vermin

    - 10% attack gains
    No Access to Stables

    Town Watch, Mystic Aura
    Elite: 6/3, 700gc, 5.25NW

    I also suggest Vermin not to be in the spellbook. Imho, I think its probably one of the most un-used spells in the game anyway.

    If this was implemented, it would make an interesting battle between the races e.g. Avians > Dwarf > Undead > Avians (since Vermin does not affect Undeads). Something along the lines of this would be really cool and the role of Avian is clearly defined.

  4. #124
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    Quote Originally Posted by Bukharistan View Post
    How is anyone going to break you with these numbers if you also run 20% WTs?

    Playing faery this age I managed to get (on 1700-1800 BPA) about 6 raw wpa/tpa, running 50/50 elites/specs for dragon killing. Even with these stats it was very hard to get through to Orcs.
    2 things
    1.look at my numbers above 11.25 mod wpa <<31 mod wpa, should be easy to get off MS if you are a properly built feary late age when the orc has those numbers
    2. If your going to compare who should break who the orc you list should be broken by another orc who runs

    Orc/clearic

    8 def specs/acre --> 40 dpa.
    12 elites/acre --> 150 opa (with a TGs).
    4 peasants/acre
    2 raw tpa
    2 raw wpa

    the right target for the right attacker. ;)

  5. #125
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    Changes are fine. Some elite value tweaks and it's good to go.

    Just make sure to remove ambush. Makes no sense for a Halfer to be able to send 0.4 soldiers for every Orc elites sent to ambush for 50% of the acres & 7% troop loss. Talk about overpower.

  6. #126
    Post Demon Bijo's Avatar
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    Quote Originally Posted by baka View Post
    Changes are fine. Some elite value tweaks and it's good to go.

    Just make sure to remove ambush. Makes no sense for a Halfer to be able to send 0.4 soldiers for every Orc elites sent to ambush for 50% of the acres & 7% troop loss. Talk about overpower.
    +1




    ...

  7. #127
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    I agree remove ambush or change it to 25% of the land and 3.5% kills , as with new elites ambush is insain.

  8. #128
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    Humans
    +5% Population
    + 30% Sabotage damage*
    + 40% Spell Damage (Instant Spells)
    + 1 Offense specialist strength

    Tree of Gold, Fountain of Knowledge, War Spoils
    Elite: 4/4, 600gc, 4NW

    This shocked me, I did not realized that Humans where so OP that they needed 3 nerfs.

  9. #129
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    Keep ambush, otherwise orc are too strong. if you don't want to get ambushed then pick war hero personality or cast anonimity. If no ambush, then every one would go with orc tactican to get low attack time and then there would only be 15% attack time differense between avain and orc. Orc are heavy power and should take longer time or get risk to ambush. While avian are fast and harder to ambush. Good balance there in my opinion. removing ambush will just make everyone go orc.

    As warhero is not a popular personality and a bit weak, maybe add that Warhero ambush is -75% losses on ambush instead, don't remove it completly.

  10. #130
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    Quote Originally Posted by khronosschoty View Post
    That was just the state of my province right now. And the Faery is just out of range of "being easy" otherwise ...

    And the fact is: my province has nothing to do with it.. if I can see a easy formula that makes the faery easy to beat, thats all the proof there needs to be. But the fact that I've never experienced taking out faeries to be all that hard says something.
    I am playing a halfling rogue dude, and yes i can touch faeries - but **** aint easy, even with good mods. Do you really think you can play in a kd and war, and get allowed to just sit and chill while opping a faery down? Ofc not. Its easy removing the biggest threats, so again, faeries are too hard to op and hit. There are counter measures, but they are just not viable. Halfers are by no means UB or even close to it, not if you expect them fit in thieves/wizards and maintain any form of be.
    You peaked in high school b*tch. KAPOW !

  11. #131
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    I just have to rofl that everyone says faery is too tough to op. With all the whining that faery was too weak at 30% effectiveness mods and was now second fiddle to halfer and elf.

    /me shakes his head.

    Look, you are not supposed to just walk through the faery. you can op them. Great. you are probably 50-50 success on them. That is just about where they should be. When you decide to nuke a t/m via ops it SHOULD be more challenging. Once you break a faery they go down fast and hard every time. So all you need to do is get them just enough to break them once. With no hospitals and the like, they die fast. So stop with all this whining.

  12. #132
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    Quote Originally Posted by Starscream View Post
    Humans
    +5% Population
    + 30% Sabotage damage*
    + 40% Spell Damage (Instant Spells)
    + 1 Offense specialist strength

    Tree of Gold, Fountain of Knowledge, War Spoils
    Elite: 4/4, 600gc, 4NW

    This shocked me, I did not realized that Humans where so OP that they needed 3 nerfs.
    Yes, bring back some stuff for humans.

  13. #133
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    Interesting changes. An overhaul of elites and specs is a good idea :). Although I agree with many people here that a lot of races have the same t/m mods. Maybe change some of those to economy mods to maintain uniqueness. (+income or -wages)

    but overall its looking good.
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  14. #134
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    Quote Originally Posted by Bishop View Post
    This affects like 5 kds. I fail to see why we should go down that route. For 90% of the server land is already generated from nothing.
    Because it should be a goal of the game to make top play something that kingdoms look up to, rather than something everyone knows is lame. This isn't just about 5 kingdoms; this affects the whole image of the game. And it would take 30 seconds to code and have no negative and some positive (double dicing = very helpful for t/ms) effect on the other 295 kingdoms.

    Swapping the 10% pool acres to postwar is a bonus though, maybe. But now you're taking that 10% away unless kingdoms ask for them? That means nobody will ever grow, except top kingdoms who will race to see who can get into the most wars to get the geometric growth. I know the developers don't like top kingdoms, but do you really want us all to quit? Why not just remove the charts completely?

    You see the needs of the top as competing with the needs of the rest of the server. But that's not the case at all. My growth changes suggestion would benefit smaller kingdoms.
    Last edited by jdorje; 26-07-2012 at 14:38.

  15. #135
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    Quote Originally Posted by Persain View Post
    If you really think 45 mod is geting into the realm of the magical maybe theres a reason y kds at your level are looked down by the "top" at least some players realize its typical/normal.
    He's part of a t10 KD though ;) 45 mod isn't unrealistic anyhow. I could easily get 20+ out of my Lord province within the next 24 hours if I so desired and I started about halfway through the age and am a good bit behind other faeries who started on science much earlier.
    Retired at one time but no longer retired.

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