actually all this talk of modifiers has me wondering where the shock and fire multipliers are (as in the new idea ones like Muscovy). Are they their own distinct multiplier or are they rolled into something like Combat ability. If they are on their own that makes them quite powerful. Maybe the same magical place that the horde multiplier is? Also would make the reduced damage ones also quite powerfull
I would love an updated formula from Paradox
@Quaade The reason its "hard" is that they arn't that obvious and actually dependent on the previous phases, especially since you cant seem some of them on the opponent at a quick glance. Either looking through their ideas and tech level in the diplo screen (then probably checking a chart) then to seeing their active disc in the combat screen, etc... its kind all over the place. Assuming equal tech the only major differences will be NIs, Idea sets and pips. Once you out tech (especially in tactics), barring them having obscene discipline or other game breaking imbalance, you should be winning that war regardless.
Like most games with multipliers in a damage formula, one of the simplest ways to game the system is to stack like modifiers. Doesnt always work but most times it does. True if its Diablo, D&D or EU4. It really depends what the defensive modifiers could be and frankly this game doesnt really have a large way we can manipulate that outside terrain and crossings (and maybe multiple unit types and going heavy on defensive pips).
This is making me want to make a mod or spread sheet that has the accurate damage formula to see how "effective" unit comps could be. Not most cost effective (I think we get those). Just most punishing.
I would love an updated formula from Paradox
@Quaade The reason its "hard" is that they arn't that obvious and actually dependent on the previous phases, especially since you cant seem some of them on the opponent at a quick glance. Either looking through their ideas and tech level in the diplo screen (then probably checking a chart) then to seeing their active disc in the combat screen, etc... its kind all over the place. Assuming equal tech the only major differences will be NIs, Idea sets and pips. Once you out tech (especially in tactics), barring them having obscene discipline or other game breaking imbalance, you should be winning that war regardless.
Like most games with multipliers in a damage formula, one of the simplest ways to game the system is to stack like modifiers. Doesnt always work but most times it does. True if its Diablo, D&D or EU4. It really depends what the defensive modifiers could be and frankly this game doesnt really have a large way we can manipulate that outside terrain and crossings (and maybe multiple unit types and going heavy on defensive pips).
This is making me want to make a mod or spread sheet that has the accurate damage formula to see how "effective" unit comps could be. Not most cost effective (I think we get those). Just most punishing.