[general balance] in depth analysis of weapons (updated .981)

it seems after a long time in the beta weapons are still wip

lets examine them in details


bows

after a long time last patch changed them, i like the direction they are taking, they seem decent to good early game, and "working" later

-champions: every assassin and archer is hard to judge but surely its improved, maybe not the best option but seems decent

-troops: one of the best options, ranged for weak troops save  build time and provide good dmg early and mid game

cant say exactly if they are balanced but they are improved

after .981 troops with bow cost way less and so they are pretty good

 

daggers

still very bad

basically they are weaker swords

crit only works if stacked, thats a huge con

-champions: only viable high level with all crit traits and other items so basically only for assassins, and still probably best sword provide more dmg

-troops: daggers will never work on troop

 

swords

the best right now

every champion melee need one, most mages could use one, its a decent option for troops always and they provide initiative and good dmg

-champions: just the best, high initiative and counterattack, you need those

-troops: a decent option always, maybe sometimes you want something with more dmg to go all out but you can also train armored things with swords

-2h: they seem balanced, a lot more dmg but slower id still go with 1h for champion

after .981 shortswords have been balanced but longswords are still too good but they are also a higher tier

 

maces

specilized weapons, good option on troops while less viable on champions

the dmg is slighly higher than swords but they have a HUGE initiative penalty meaning theyll come after swords and with less attacks

the special ability is weak but can have some secondary use

-champions: you never want any of these unless you drop the ones with superhigh dmg or great abilities

-troops: its situational but as source of dps they can work, also special ability become good if stacking these units or end game when dmg is higher and there are larger troops

 

spears

buffed last patch they really needed it

right now they are still weak overall

-champions: spears are useless early cause enemies dont have armor, the only situation i find them viable is when fighting a hard hitting counterattack enemy

-troops: sometimes good cause of armor piercing and decent dmg

 

axes

still weak, backswing like every other ability is inferior to counterattack for championsand the initiative and dmg is not superior to swords like it should

-champions you just cant use them

-troops backswing sometimes can be handy but against too many things the backswing attack is just dodge like the normal, basically backswing is good when enemy dont have dodge lol

-2h axes: for some reason they dont have initiative malus but they are not light, the dmg is not really that high compared to 1h so they are not really a good option compared to 1h

 

maul

they basically are maces 2h but at least balanced

you have low init but you are rewarded for it having a HUGE attack dmg, probably the higher of the game, that also make bash not useless too

-champions: the damage makes up for the maluses, you probably cant afford it always but sometimes having such a dmg could work

-troops: its a choice but troops has to deal dmg b4dying so this is a good option in some case

 

 

theorycrafting: why EVERYTHING is inferior to counterattack

 

basically counterattack is 1 more attack each turn so basically 100% bonus dps (or 1/n bonus if you have n champions with counterattack (even though you could still place champions to tank each 1 enemy and use all counterattacks))

 

lets examine bash

bash if working make the opponent lose a turn

this means the MINIMUM to make it even with counterattack is 50 dmg

but this only applies 1 v1

if enemies are n 50 bash just means 1/n enemy dps

so basically to get in pair with counterattack you need to have 50*n dmg and you get why bash is so incredibly inferior to anything

ofc there is one exception where fighting with high number a solo creature (like a boss/dragon or so)

they are usually immune to bash but if they arent its possible to havewith 5 6 troops with bash a number making it worth if not to reduce incoming dmg

anyway its just a non real situation

also dont forget swords have good init bonus while maces a malus

(like stated in other posts this is true for monsters or unarmored units, while against firs tiers or armor mace seems to perform similarly as swords, against plate this is true again)

 

lets examine spear

immune to counterattack  is basically the same as having it yourself a choice between attacking both twice per turn and attacking both once

but its the more effective the more your enemy outdmg you

so basically its working for a tank even if thjere is a flaw cause tanks have  a trait to make themselves immune to counter

anyway at least there is some situation where you want a spear

also another flaw is that making a tank immune to counter prevent other melees from attacking the enemy

 

lets examine axes

backswin basically provides an additional attack when miss

so if acc = real accuracy it has a 100-acc chance to make another attack with acc chance to hit

you can see the flaw in this, basically the more accurate you are the less it procs, on the other hadn the less accurate you are the more it procs but with less effect being the backswing inaccurate

anyway as pure math its still far inferior to 100% bonus of counterattack usually you tend to have accuracy in the order of80 90 so backswing is 1/5 to 1/10 as primary melee while being a good addition for additional dps (but stilll dont forget base axe stats ARENT better than swords)

 

 

 

42,789 views 82 replies
Reply #1 Top


Swords are best because having a shield means more defense/dodge and you're basically invulnerable. Bows are still useless.

No analysis for staff of souls ? :)

Reply #2 Top

well staves are non competitive since they are supposed to be equipped by mages

the ones with magic stats accomplish their role, its quite hard to talk about balance because whole spell system would require a balance pass imo, some might be op, like staff of souls

Reply #3 Top

Your analysis of backswing is wrong - it is actually completely worthless since every member of a multi-soldier unit rolls accuracy separately, and backswing only works when they ALL fail. Which is very rare.

So backswing is only good for low-accuracy heroes. Maybe henchmen.

Maces are better than sword against leather + shield or chain. They take an initiative penalty, but swords have a really hard time with armor (remember: damage increases quasi-quadratically against high armor, not linearly). Maces are fine-ish, it's just that the AI never makes them useful by only using low-quality troops.

Reply #4 Top

Nice post to atleast awaken the thoughts.

I too think maces are rubbish, too big penalties.

I usually use spears when trying to use trained troops. These penetrate the high armour I meet from the AI (Higher difficulties will actually wear armour and stuff).
That said, I only use spears when I have the "Defensive" trait since that produces the best trained troops, and also I like the idea of huge bonuses to defend my cities.
(So Krax, or a pointless custom faction where I make myself not pick the best traits, but instead go for more pointless combinations like defensive and archers)

Also the defense ignore off spears is almost the same as bringing elemental weapons, so magic tree is just plain superior to the warfare tree when talking about weapons.

So thanks anyways.

Sincerely
~ Kongdej

Reply #5 Top

I'm with OP.  I only use weapons with counterattack or weapons with maul right now.  Sometimes I use spears.  So here are some ideas:

a ) Make counterattack a % chance to happen (like bash) instead of automatic every time

b ) Nerf the damage on weapons that do counterattack

c ) Increase the initiative, increase the damage, increase the chance of bash of blunt weapons

d ) Increase the initiative, increase the damage, have backswing do double damage of axes

e) Increase the range of spears by 1 (so basically they have a 2 tile range)

With these changes, I think I would have a tougher choice to make regarding weapons.

Reply #6 Top

yeah leather doesnt have blunt defense ok, but given a X defense swords are so far better it hurts

then if that X comes all from leather ok maybe its comparable but early on you shouldnt really fight a war, you mainly go against monsters

 

now with the nerf to basic of armors the % that is really blunt is lower for whatever X a good % will be from traits/skills/generic items/bonuses etc

 

so dunno, ofc its partially caused by ai not building much leather stuff but you cant really build a lot of leather stuff early

 

also can you provide a formula for armor reduction?

Reply #7 Top

Quoting Trojasmic, reply 6

a ) Make counterattack a % chance to happen (like bash) instead of automatic every time

b ) Nerf the damage on weapons that do counterattack

c ) Increase the initiative, increase the damage, increase the chance of bash of blunt weapons

d ) Increase the initiative, increase the damage, have backswing do double damage of axes

e) Increase the range of spears by 1 (so basically they have a 2 tile range)

I think it would be enough to buff the other weapons to make counterattack less powerful. The bash chance should be damage x 2 in my opinion and backswing should work like an additional attack with - 15 to accuracy.

Weapons should have no initiative penalty. Instead they should have a high weight.

Reply #8 Top

Armor reduction :

 

Max damage = Attack * Attack /(Attack+Defense).

 

For very high defense values (compared to the attack), this is ~ Attack ^2 / Defense

For very high attack values (compared to the defense) this is ~ Attack

 

So, against unarmored/poorly armored enemies, damage grows linearly with attack. As armor increase, higher attack has increasing returns, because more attack means more base damage AND more armor piercing. Example: against 10 armor, 10 attack gives 5 max damage, 20 attack gives 13.3.


Maces are slow and give significantly less power against unarmored troops (not to mention counterattacks!) but can reliably hurt moderately armored troops.

 

yeah leather doesnt have blunt defense ok, but given a X defense swords are so far better it hurts

No, that's just not true. That's only true because the AI is terrible at producing decently equipped armies. Against full leather + a good shield, or anything in the ballpark of 15-20 armor, maces start being more efficient.

 

Edit: and that's not even considering that swords are much more expensive metal-wise.

Reply #9 Top

The whole analysis is not very useful unless you include armor. Spears and Maces are best against chain and plate. They have some penalties, but cutting damage just doesn't cut it when your enemy has good armor. Of course, no one hardly gets to a point in the game where the enemy has plate, but that is a problem with the AI, not weapon balance. 

Here is how I see it:

Say there are two armies, TripD8's Army and Sean's Army. TripD8 has all broadswords, chain, and kiteshields. Sean has chain, and boar spears. We are both using the best traits, Charge, Muscle, Strength. The armies are as large as possible to avoid the advantage of first strike.

We will have the same initiative because I have 10 less weight and he as a +2 initiative. In the scenario I will go first and be the AI player. I move 5 spaces forward with all 9 units and get first strike. My Boar Spear plus Charge do great damage and with the new accuracy boosts from improvements, all attacks hit. His armor is only half as useful because I ignore 50% of his armor value. He would lose at least two units from every attack. If we are using groups, that would be a loss of 18 soldiers out of 45 total. He now has 27. I have 45. He gets no counterattack. He gets the next move. He also has charge, but his weapons use cutting damage. That means my chain armor is twice as good as his chain armor and he gets no armor piercing. He does very little damage due to the perfect counter to his strategy and the fact that I got first strike. 

Say in the second scenario he goes first and hits all my units with charge. I will still have much better armor. He may kill one unit per attack for the sake of argument. I would be at 36 soldiers and he would have 45. On the next attack I would kill 14 soldiers, leaving him with 31. There would be little chance of him ever coming back, but the battle would be at least close.

This is the intended balance for swords. They are supposed to be superior against leather and have counterattack. They are countered by spears and chain.

Maces are also very good if you have a full army of them and your enemy has leather or chain armor. They do better against chain and spears than swords and the advantage of focusing all bash attacks on the enemy's most powerful unit is not to be overlooked. In the messy real scenarios, maces can be your saving grace. 

Still, the best army is a multifaceted army. I generally play the vanilla game with one of each type to see how they have changed. I find that a weak faction is better off using spears since they will be the most affordable. Chain and spear is much better than leather with sword and shield.

Reply #10 Top

 yeah but you guys keep using few assumptions that are not true at all

 

1) when plate or whatever armor is available that is the best option

this is not true ever

whatever armor you have available it has a cost, high tier armor has a very high cost and it has to be high so its not like scaling equally in terms of cost

its true that a plate win against a sword

but plate cost like 5 times more than a sword

also plate alone just survive the sword while there might be other factors in the fights, like magic

sword gives pure advantage in every situation even with magic present

plate gives a good advantage against swords but lose badly if there is magic too

so swords are jack of all trades with a counter that isnt really a jack of all trades  but just only a specific counter

 

2) someone need to tank

whatever math you come out with there need to be at least one tanking the damage

that guy is just so much better off with swords no matter what

then if it was possible to decide who attack who your math could work

but truth is you cant control everything

so its just better if more ppl has sword than mace because unless you a re using a sovereign tank  (that is not supposed to die) others may die and the guy with mace supposed to just attack will have to take hits and reply to them

 

3) time line

you keep forgetting the games go in one direction

armors are the future and a very expensive future while the rest is the past

every game is about going well early, then future is irrelevant, only exploitable ai makes you resist until you have plate, because you really cant in a competitive scenario

so even if ai would be enough good to equip at best his army there would be a war way b4 he can research that stuff (And build it)

4) champions, you talk like all the game is about army vs army while its not, a good portion of the game is about champions and improving your sovereign, and there is just no talk about it, every weapon but a sword sux long way for a sovereign against 90% of monsters

 

 

 

Reply #11 Top

Quoting seanw3, reply 10



Say there are two armies, TripD8's Army and Sean's Army. TripD8 has all broadswords, chain, and kiteshields. Sean has chain, and boar spears.

 

i never said spears are the worst

also spears have immune to counter, ofc they are good vs swords

 

the matchup is instead maces vs swords

also in your analysis you forget about defending

who attack first face more defense

lets make this right

a full leather is 8 defense against sword but ignorable by maces

round shiled has 4 overall defense+10 when defending

thats makes it 19 for first attack right?

you see how irrelevant is the specific cutting def vs the general one?

but lets keep with calculation

mace is 16 dmg vs  19 def

broadsword is 12 dmg vs 22 def

2 times

then mace again etc etc

 

basically assuming mace attack first (totally nonsense assumption but ok)

a mace hit for 16x16/35= 7 dmg

sword hit twice for 12x12/22=6 .5 dmg

then from now on mace hit for 16x16/20=13 dmg

but sword hit much more times exactly 1.5 times more

on the other hand mace sometimes proc bashthat is happening13% of times

so basically dps for each is

 

TLDR

sword each turn does 6.5 dmg*(1.5-0.13+1)= 15.4

mace each turn does 13

so a 16% less dmg

 

and since less init for mace sword will always attack first and the first troops to die will be maces (unless exploiting ai)

 

 

 

 

Reply #12 Top

Quoting ddd888, reply 12
sword hit twice for 12x12/22=6 .5 dmg

Incorrect. It's 12*12/(22+12), which is only 4.2 damage. So you do 2.1-4.2 damage and I do 3.25-6.5 damage. Even at 1.5 more attacks, the mace is doing quite well. And Bash will prevent a counterattack, as well as reduce dodge to 0.

You are right though about Maces being the second one to hit, putting them on the defensive. This is why I only keep one in an army. Oh, and maces cost no metal, so they can be used by all. The best use is to have one mace troop attacking the tank unit to bash it and overcome high armor. It's not useless, but it is specialized. I think that is a great way to balance things.

Reply #13 Top

you are right

uhm it seems they can work then as source of dps maybe nearly as good as spear, surely more specilized

ill update opening post then i was too rude on poor maces it seems

 

also well it seems they have some role after all, mace being good mid game after the unarmored part of the game, when leather comes, while its bad again later when its plate time

 

 

Reply #14 Top

I dunno, always thought maces were rubbish too. No matter how you put the math you still have more than 20% lost turns due to -4 initiative. And maces weigh tons and tons compared to swords or spears.

Sincerely
~ Kongdej

Reply #15 Top

i counted -1 for weight on maces

dont forget we are talking about a specific situation

against FULL LEATHER

this is not common, its very rare tbh

also this calculation didnt prove maces to be far better, just slightly better so basically when in this specific situation you see maces being ok to good but not so much better to notice

 

on the other hand in many other situations swords, spear or 2h are much much better

the game offer various situations usually so picking a random weapon your perception depends on the n situations you are facing

Reply #16 Top

The worst part is the balance between weapons ATM doesn't count bonus damage from trinkets or traits... or so it would seem anyways.
Thats usually why I find the best weapons to be the fastest ones.

Sincerely
~ Kongdej

Reply #17 Top

On a more positive note, totally agree about daggers. Daggers are only possibly good for an early game leather tank, due to many extra turns and counterattacks. It's also good for a mage to hold, which is stupid. The crit bonus is not enough for normal units (and I am pretty sure they can't crit) and heroes will always find better daggers from loot. 6 damage is weak. If we are going to keep that, it needs to be piercing damage and it needs to have something better, like 2 counterattacks. I really don't like the initiative bonus as it makes all other choices for a mage pretty undesirable. 

 

Maybe something more like this:

6 Pierce attack

+8 to crit

+2 counterattacks

+2 Initiative

Weight 0

 

In my mod:

6 Pierce attack

+2 counterattacks

+2 Initiative

5% chance to ignore 50% of enemy armor. (1 in 20 strikes go between armor)

 

That would be a great weapon and really add some power for assassins, not mages. 

Reply #18 Top

Would it be possible to give Daggers two attacks per turn? That would be more realistic in portraying the Dagger as fast weapon than the Initiative bonus.

Reply #19 Top

Just something to consider with maces/other "blunt" weapons:  several monsters, namely Ophidians, Crag Spawn, Earth Elementals, Rock Spiderlings, and Earth Shrills (and possibly others, these are the ones that I can remember seeing) have high defense against cutting attacks and low (0 for Crag Spawn, Ophidians, Earth Shrills, Earth Elementals, and Rock Spiderlings).

This means that if you want to clear certain wildlands, or are facing large numbers of certain types of creatures, it may be advantageous to use a mace/other blunt weapon instead of a sword as the damage dealt by the blunt weapon will be much higher than the damage dealt by the cutting weapon.

Reply #20 Top

Quoting Kongdej, reply 17
The worst part is the balance between weapons ATM doesn't count bonus damage from trinkets or traits... or so it would seem anyways.
Thats usually why I find the best weapons to be the fastest ones.

Sincerely
~ Kongdej

 

yes ofc the more stuff you add the more performing is swords for init and for counterattack

basically like we say in calculation sword is 1.x times a mace, so whatever flat + is better on sword

 

also init is particularly good for those "dead or alive" cases

i mean sometimes you face a ogre, slag or something that killing 1 turn sooner is very important and the chances are you are gona do it with faster weapon

 

Quoting Gaunathor, reply 19
Would it be possible to give Daggers two attacks per turn? That would be more realistic in portraying the Dagger as fast weapon than the Initiative bonus.

uhm right now 2 attacks per turn would just be equivalent to 1 attack with 2x dmg (or well there is a chance for 1 attack dodged and 1 not and such)

not really fun tbh

dagger for champions just need more specific traits, i modded that stuff, sean has new traits too in his mod, thats the only way to go for champions

 

Quoting seanw3, reply 18


6 Pierce attack

+8 to crit

+2 counterattacks

+2 Initiative

Weight 0

 

In my mod:

6 Pierce attack

+2 counterattacks

+2 Initiative

5% chance to ignore 50% of enemy armor. (1 in 20 strikes go between armor)

 

That would be a great weapon and really add some power for assassins, not mages. 

 

2 counter seems too good early for champions while still being not that great for troops (btw i dont feel that urge to make troops viable with dagger :P )

your mod type is more what i like (but still i dont think its a viable option for troops)

 

 

 

Reply #21 Top

Quoting ddd888, reply 16


this is not common, its very rare tbh

And so we should base the balance on the fact that the AI produces only rubbish armies, or should we base it on what a competent player would do?

I dunno, always thought maces were rubbish too. No matter how you put the math you still have more than 20% lost turns due to -4 initiative. And maces weigh tons and tons compared to swords or spears.

Against 20 armor (some chain, or leather + shield + buff/traits), maces deal more than +20% damage (it can go up to 77% when armor goes to infinity). Also, maces cost no metal and you can use a shield.
Again, you analysis is only based on the lack of AI resistance. But you can beat the AI with staves anyway.

I agree with Seanw3: this part of balance is very good. I use maces all the time against wild creatures/sovereigns with high armor.

 

My problems with the weapon is of an entirely different order: the whole game is based around obsolescence. The tiers are so pronounced that when you discover a new weapon tech, all previous techs are obsolete. This also makes mercenaries utterly useless - they'll be outdated in the blink of an eye.

So, maces are strictly better than warhammers (barely more expensive), daggers are useless, etc. That reduces the amount of choices one can make to build troops, because the best equipment is ALWAYS better. There's no "quantity vs. quality" either, because quality stuff is vastly more powerful and only marginally more expensive (at least, not expensive enough to warrant not using it in large amounts).

Combine that with the AI's inability to evolve past leather (when I have plate - that's on challenging), and the AI ends up not being a match for human players.

There are two solutions to this:

-Un-tier-ize the game. Make early stuff still relevant in the end game, still able to be useful in great numbers. Right now, the early stuff can't get through armor and the late stuff is too cheap (and too good) for this to happen. If leather + spears/axes were still relevant in the mid-end game, The AI would be much more efficient because it produces the stuff by the spades.

-Make the AI more obsessed with research and produce only high-quality stuff.

Reply #22 Top

The game is far too tier orientated. I want some tier based superiority, but there also needs to be uses for leather and spears in the later game. Of course it's hard to balance or get beta testers to support that notion because most players don't even get that far. Most players don't even train units. Assuming we get the AI to carry the game past turn 200 and hero leveling in check, this discussion will be the most important one for game balance:

How do you make low tier weapons play well with medium and high tiers?

 

How effective should some leather clad axemen be against chain clad swordsmen?

Reply #23 Top

Quoting Werewindlefr, reply 22

Quoting ddd888, reply 16

this is not common, its very rare tbh

And so we should base the balance on the fact that the AI produces only rubbish armies, or should we base it on what a competent player would do?

 

like i said, you are axiomatically assuming plate will always be the best choice

but its not proven like other things

and like i said its not only a ai flaw you exploit, there are MANY situations in the game that are not ai dependant, one for all early game where you cant have researched everything and dont have to production to build so many armored troops

 

 


My problems with the weapon is of an entirely different order: the whole game is based around obsolescence. The tiers are so pronounced that when you discover a new weapon tech, all previous techs are obsolete..

 

well while i agree it is maybe too much pronounced thats how it shoudl be

you waste n turns researching the next tier of weapons

they HAVE TO be better
just plain better; there is no other option; otherwise why would you reserach them?

maybe this could be balanced partially with higher cost but still they have to be better

 

Reply #24 Top

like i said, you are axiomatically assuming plate will always be the best choice

Considering how much better a chain/plate troop is compared to a leather/naked one, it's always the best choice. Even if it costs you all your metal, 1 full-plated, horse mounted + late game weapon troop will crush entire AI armies with barely a scratch. And they don't even cost THAT much.

 

The game is far too tier orientated. I want some tier based superiority, but there also needs to be uses for leather and spears in the later game. Of course it's hard to balance or get beta testers to support that notion because most players don't even get that far. Most players don't even train units. Assuming we get the AI to carry the game past turn 200 and hero leveling in check, this discussion will be the most important one for game balance:

How do you make low tier weapons play well with medium and high tiers?

-You make early weapons slightly more powerful - enough to do some (small) damage to chain, so that when massed, they can take down heavy troops.

-You make late game weapons slighty less powerful and you increase their cost dramatically.

 

Remember: there's an inherent advantage to higher quality troops compared to "lower quality, more numerous" troops: quality takes fewer army slots, and fewer tactical squares than quantity. It's hard to get more than 2 units attacking the same enemy, so 2 high-quality units can do what 4-low quality ones can't.

So even if the cost of late game units was much higher and the usefulness of early game units was greater, I would still use late game stuff just because there are built-in limits to the efficiency of "quantity".

 

 

How effective should some leather clad axemen be against chain clad swordsmen?

Something like "2 or 3 times more axemen should be enough to beat swordsmen". Quality vs. Quantity.

Reply #25 Top

Quoting Werewindlefr, reply 25

like i said, you are axiomatically assuming plate will always be the best choice

Considering how much better a chain/plate troop is compared to a leather/naked one, it's always the best choice. Even if it costs you all your metal, 1 full-plated, horse mounted + late game weapon troop will crush entire AI armies with barely a scratch. And they don't even cost THAT much.



 

you know there is magic too?

also you seem to not consider the time to reserach one of the last tier of the game

also apart from pure magic there is magicl dmg coming from staves, summons, magical weapons etc etc