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Erion Tweaked for Melee
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redgreen Offline
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Posts: 763
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Post: #1
Erion Tweaked for Melee
I removed Erions summon familiar skill. Just not a fan of summons. Without a summon skill, Erion needed to be a bit stronger in order to tank with no Summon magnets to occupy the AI tanks. Keep in mind I also play without summon runes in store and I don't make them using mana.

So I gave him rage. Which proved to be a bit OP when tested with Erion's stock stat file. Had to tweak things like lowering his Damstr modifier and adding in a small damdex mod. I lowered his starting STR to zero, it doesn't behave as zero in game because of the equip he starts with.

The bugger is to balance him throughout an entire campaign. He can get rage by level 4, as it will be needed by the beginning of act 2. After tweaking his initial str his damage at level one went from 38 to 27. So the very beginning is a bit tougher but it needed to be nerfed that much because as soon as he has rage he does 88 damage with 2 attacks of course. It may sound OP but without a summons it isn't. It's a lot of tooth an nail battles and possible retreats if health potions are scarce in act 2.

I'm gave him 3 uses of rage. Each one lasts 5 turns. That part will have to be tested throughout a campaign. By act 2 I am having battles that are often 30 turns long. The dam demon Tiamath and his weakness skill!!! So I do run out of Rage, potions and everything with battles in doubt from the outset that hang on every possible critical hit.

With Rage Erion's Dex won't go lower than 19. Again because of equipment I think. Eagle Eye will boost it again to 69 early and higher if you add dex for his skills.

I also gave Erion an attack range of 2. Thought it made sense because of his long lance and he can avoid a cover penalty that way. It helps compensate for not having a summon as a magnet. It looks ok in use also.


I cut past the modded file below, bolded the entries that I altered.

//Char stats Profile for story_erion

unit_class melee;
attack_type "phisical";
level 1;
exp_base 250;

//stats
str 0;
int 10;
dex 0;
agi 6;
vit 14;

ini 32;
def 11;

action_point 1;
apmax 3;
apmax_worldmap 12;

atck_range 2;
control 1;
cover 2;

//resists
res_earth 10;
res_fire 5;
res_air 10;
res_water 10;
res_mind 0;
res_death 0;

keycharacter;
Leadership 3;
raceleader;
cost 500;
skill_grid "story_erion";

//Modifi
DamStrMod 1.25;
DamDexMod 0.25;
DamIntMod 0;
DexMod 1;
AgiMod 1.5;
VitMod 35;
31-01-2011 09:35 PM
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redgreen Offline
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Posts: 763
Joined: Jan 2011
Post: #2
RE: Erion Tweaked for Melee
I was testing this again in act one the first battle and Erion only had 17 for attack. I had thought it was 27 but obviously I made more changes since then. 17 is a bit week at the outset, but it has to be that way for balance later into the campaign. Unless one nerfs rage a tad. Which I don't think it needs because the centurians need it as is.

In act one, there is almost always a +5 Str ring in a cart next to the 1st power mode. Plus put the 1st 3 attribute points into Str and walla, a quick 8 points of STR. That is probably why I thought he started with 27 as modded in act 1. He can have that after the 1st battle.

I haven't test this Erion stat in act 1 yet. I figure he can get by with 27 attack, just get a griffen when you reach town.

Anyways, no matter how one balances for act 1 Elves, it will only play balanced for 30 turns at most. By that time the neutrals are all fodder and its simply preparing leaders for act 2. I'm, mainly concerned with maintaining a greater challenge later into the campaign without relying on summons.

I like testing more than playing. Tongue
31-01-2011 10:53 PM
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