Well, you can use this basic equation and spot blatatant balance errors, when a similar unit has much less sqrt(dps*hitpoints)/cost then another, without good reason. It's like a good basic measure that you will have to apply with consideration.imbaczek wrote:Conclusion: this thing is useful as in 'simple, reasonable and better than nothing'.
Unit Efficiency: Geometric Average Method
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popular opinion is one of the root causes behind caydrs AA disast.. versions, by his own admission.
Popular opinion and pressure is not always correct and quite often is the result of an agenda. XYZ wants the flash nerfed because its overpwoered but is it really overpowered or are they trying to protect a strategy they use? Or are they trying to blame the game for their inability to defend against a flash horde? Perhaps they should build more mexes instead of complainign.
Popular opinion and pressure is not always correct and quite often is the result of an agenda. XYZ wants the flash nerfed because its overpwoered but is it really overpowered or are they trying to protect a strategy they use? Or are they trying to blame the game for their inability to defend against a flash horde? Perhaps they should build more mexes instead of complainign.
Ahahaha . . Oh wow :D
This is some good mathwork for a Ai.
ALTHO for mod-balancing you could just hit the randon number button for every value to get the same results. What you said about the wc3 values is pretty OK, except you forgot things like
The size of the unit(To surround enemy heroes)
The special skills of the unit(Footmen have defend, which gives them knight like status against piercing damage, Night elf hide ETC ETC ETC)
The tiers of the units
The costs of the 'raxes you need to build to get your units out.
The pulverize, sounding good on paper, takes as much time as getting out another tauren.
Ofcourse the units arent going to move out themselves, Did you calculate the unit's efficency corresponding to the APM used on it? There is more into this game than dps/hp/cost, if you want to make a game on dps/hp/cost, go create some browser Pikeman>knight>Archer>Pikeman kinda game.
If you want to create a good game, use every possible value you can think of.
This is some good mathwork for a Ai.
ALTHO for mod-balancing you could just hit the randon number button for every value to get the same results. What you said about the wc3 values is pretty OK, except you forgot things like
The size of the unit(To surround enemy heroes)
The special skills of the unit(Footmen have defend, which gives them knight like status against piercing damage, Night elf hide ETC ETC ETC)
The tiers of the units
The costs of the 'raxes you need to build to get your units out.
The pulverize, sounding good on paper, takes as much time as getting out another tauren.
Ofcourse the units arent going to move out themselves, Did you calculate the unit's efficency corresponding to the APM used on it? There is more into this game than dps/hp/cost, if you want to make a game on dps/hp/cost, go create some browser Pikeman>knight>Archer>Pikeman kinda game.
If you want to create a good game, use every possible value you can think of.
- SwiftSpear
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