sorry to make you explain the formulas, I get that, but where did you see that equation being changed though? I haven't heard of such a change (granted, I'm trying to avoid certain spoilers and am not analyzing the material, so yeah).
why are you calling out flying units though? wouldn't all units be buffed by that logic? is it just because fliers are weak against bows so you think bows will be super OP against fliers? and also, the downside to the latter formula is that a damage that does 0 damage will do 0 damage, whereas if it triples might, it would actually still do some damage; i.e. at lower damage #'s, triple effectiveness of might his better.
tbh I like the normal system better and am not sure why they would change it, triple effective damage makes it sound like an instant crit unless I'm understanding this wrong, and on top of another critical, that just sounds stupid (9x damage?). granted I'm a little unsure if I understand it right, so there's that.
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my random thoughts/calculations:
let's take a bow that has 10 might under one system. enemy has 10 def, you have 10 strength. one is 10*3 + 10 - 10 = 30 damage, another is
(10 + 10 - 10) * 3 = 30 damage. the same in this case (I chose the #'s for that reason). but as soon as your strength outweighs the enemy's defense, you get +3 points for every extra point of base damage. in the case of the new formula. in the old one, let's say your strength was 12, you only get +1 point for every point of strength, and +3 points for every point of might (whiich is a weapon-by-weapon thing)
hm... let's take a situation where the normal damage is 0. I pretty much get what happens, but I want to put it down in a less abstract/vague way, just because I feel like it, I guess.
Might = MT = 10
Strength = STR = 5
Enemy Defense = DEF = 15
DMG = (MT + STR) - DEF = 0
Formula 1 (F1) for Final Damage = (3MT+STR)-DEF = FDMG
Formula 2 (F2) for Final Damage = 3((MT+STR)-DEF) = FDMG
In this scenario, what happens when you use an effective weapon? In formula 1, we get 20 damage. In formula 2, we get 0 damage. This is a huge disparity but in early-game scenarios this is great because it makes effective weapons actually useful. It's what stops weak units from doing 0 damage against armored units with too high of a defense.
If you add a point of might, we get 23 damage vs. 3 damage. If we add a point of strength, we get 21 damage vs. 3 damage. The former (adding one point of might) won't ever catch-up because it affects both formulas equally, but the latter (adding a point of strength) will eventually make F2 catch up, which is just a way of saying "the new formula makes strength matter more" when it comes to effective weapons. 3x as more. As is obvious. Still, it would take a bit to catch-up. Also, let's say that the enemy defense was actually 25 (I know this sounds crazy, but hypothetically). Essentially, you need 10 more base damage points before you deal damage to the enemy. With an effective weapon and F1, you get a boost to your base damage, so you can actually deal damage despite the gap in strength. But in the latter formula, assuming your weapon's might doesn't increase (only so many effective weapons and all), you need 4 points of strength just to deal 2 damage. By that point, the other weapon is dealing 14 damage.
Base Damage - (Effective Damage F2) - Effective Damage F1
-10 (0) 10
-9 (0) 11
-8 (0) 12
-7 (0) 13
-6 (0) 14
-5 (0) 15
-4 (0) 16
-3 (0) 17
-2 (0) 18
-1 (0) 19
0 (0) 20
1 (3) 21
2 (6) 22
3 (9) 23
4 (12) 24
5 (15) 25
6 (18) 26
7 (21) 27
8 (24) 28
9 (27) 29
10 (30) 30 <- same
So assuming I didn't screw up somehow you need +20 points of strength before formula 2 catches up with formula 1, in the scenario that you normally did crap damage (in-game it probably won't be worse than like -3 or -4). Essentially, until you start doing at least 1 damage, your base damage being tripled doesn't help because it's technically still in the negatives and is being rounded to 0.
This just confirms how I feel about this:
- with weaker units or in statistically closer/more even battles, this new formula HURTS the player a lot.
- when there is already a large gap between strength, this HELPS the player a lot.
the thing is, effective weapons should bridge the gap IMO, not extend it a ton when it's already there. I mean, at that point I might as well just not use the effective weapon because it's likely doing overkill amounts of damage. Units can be buffed, sure, but if they simply buff defense, then this new formula hurts a lot and will make effective weapons suck unless the base damage is high enough. If they buff HP, it's just going to be awkward and make killing units without effective weapons weird.
Idk, my first impression of this is that they're making an unnecessary change that is not going to make things any better. My understanding is that effective weapons are pretty much just weapons that critical all the time against certain classes. Doesn't sound great to me, but we'll see how it goes. *shruggles*