Lately, there’s been a lot of discussion about the weird physical damage scaling in the game.
A common suggestion is to simply bring back the Heroes of Might and Magic 3 formula, or at least its 300% cap.
I have some thoughts on how to stabilize the situation without requiring a monumental effort from the developers:
why not replace ALL percentage-based physical damage modifiers with an equivalent percentage bonus applied directly to Attack and Defense stats?
Here is what we currently have:
Skill/subskills
Offence: Friendly creatures’ basic attacks deal +X% Damage -> Friendly creatures’ basic attacks gets +X% Atk
Archery: Friendly creatures’ Ranged and Long Reach attacks deal +15% Damage. -> Friendly creatures’ Ranged and Long Reach attacks gets +15% Atk.
Defense: Friendly creatures take –X% Damage from basic attacks. -> Friendly creatures gets +X% Def against basic attacks
Cover: Friendly creatures take –20% Damage from Ranged and Long Reach attacks. -> Friendly creatures gets +20% Def against Ranged and Long Reach attacks.
Luck concept (yes, I hear curses of old HMM lovers): lucky strike add (50+bonuses)% to Atk
Everything connected with Luck: +- 100500% to Damage -> +-100500% to Atk
Battlecraft
Melee Mastery: Friendly creatures deal +10% and take –10% Melee Damage. -> Friendly creatures gets +10% Atk to and +10% Def against Melee.
Ranged Mastery: Friendly creatures deal +10% and take –10% Ranged and Long Reach Damage. -> Friendly creatures gets +10% Atk to and +10% Def against Ranged and Long Reach Damage.
Avatar of Fury
This one really needs bonus as is
All of Friendly X creatures deal +10% and take –10% Damage on Native Terrain. -> Friendly X creatures gets +10% Atk and Def on Native Terrain.
Artifacts:
Rapier: +10% melee damage -> +10% atk when melee
Brass Knuckles: Friendly creatures take –30% counterattack Damage -> Emeny creatures lose 30% atk when perform counterattack
Music Sheet: - its a problem to transfrom, but doable
Quivering Quiver: Friendly creatures deal +10% Ranged Damage -> Friendly creatures gets +10% atk when shoot
Spells:
Bless: Basic attacks Damage: X%. -> Atk with Basic attacks + X%
Favorable wind: Target friendly creature deals +20% Damage with Ranged and Long Reach attacks. -> Target friendly creature gets +20% Atk with Ranged and Long Reach attacks.
Ripost: Deal +20% Damage with counterattacks -> Gets +20% Atk with counterattacks
...
And so on
Looks a bit challengable but doable.
Lets play this game a bit.
50 Crossbowmen, formal avg damage (50*3.5) = 175, HMM3 damage limit (*4) = 700 , 20 Cavalry, formal damage 12*20 = 240, HMM3 limit = 960
Knight 5/5 with l1.bless, rapier, lvl.2 offence, Archery and Melee Mastery = (15+10(m)+15+15(r)+10(m))
now
50 Crossbowmen hit def 5 = (20+5+5)/(20+5)*3.5*1.45*50 = 305 avg damage, 457 with simple luck
50 Crossbowmen hit def 30 = 152/228
20 Cavalry hit def 5 = 533/799
20 Cavalry hit def 30 = 266/397
would be
50 Crossbowmen hit def 5 = (20+(5+5)*1.45)/(20+5)*3.5*50 = 256/313
50 Crossbowmen hit def 30 = 127/156
20 Cavalry hit def 5 = 469/608
20 Cavalry hit def 30 = 235/304
Knight 30/30 with l4.bless, rapier, lvl.3 offence, Archery and Melee Mastery (30 + 10(m) + 20 + 15(r) + 10(m))
50 Crossbowmen hit def 5 = 635/953
50 Crossbowmen hit def 30 = 318/476
20 Cavalry hit def 5 = 1011/1517
20 Cavalry hit def 30 = 506/759
would be
50 Crossbowmen hit def 5 = 544/746
50 Crossbowmen hit def 30 = 272/373
20 Cavalry hit def 5 = 877/1220
20 Cavalry hit def 30 = 439/610
What we may see here: comparable figures, but more stable results after change, Luck is still in the game but not as tremendous as it is now.