| 02-05-2007, 05:45 AM | #1 |
I found this neat tool online, where you enter the data for two units, and "Calculate," and it calculates which unit would win, and how much life the winning unit would have when it won. This was extremely useful for balancing units and heroes. But now I can't find it. :o Does anyone know what I'm talking about, and where I can find it again? EDIT: By the way, if anyone finds it, the program works very well with this tool, to find out what you need to enter in the data fields, and how it will balance out. EDIT: I've been told that the site it's on is down, so, does anyone know of another link that it's been uploaded to? Thanks. |
| 02-05-2007, 08:58 AM | #2 |
Not really much of a balancing tool, it just calculates stuff. If you want REAL balancing, do it yourself or ask others. |
| 02-05-2007, 01:01 PM | #3 |
Spreadsheets can be amazing for balancing. I created a spreadsheat that calculated number of dice, dice count, base damage, attack speed, and more for units of multiple levels based on 2 variables. Cost in gold Some 'rating' I specified. If you want to balance some things I highly suggest using a spreadsheat with formulas you create (i.e. DPS ratings, DPS *per unit price*, etc). http://www.openoffice.org/ has great free spreadsheet software. Fine tuning is always done manually though, tools like these are only good for the foundation. |
| 02-05-2007, 01:06 PM | #4 |
You can easily make something similar using either OpenOffice or simply a calculator and a peace of a paper. First you calculate how much damage will one unit do every second (DPS) which is really just damage/speed. Then you calculate how much damage can the second unit take. Armor/damage types are constants, armor reduction can be calculated with the formula from battle.net: (<armor>*<constant>)/(1+<constant>*<armor>). <constant> is one of the Gameplay Constants and is 0.06 by default. So a unit with 100 hp, 5 armor and 20% reduction from armor/damage type can take up to around 148 damage if I calculated it right. This means that if the first unit does, for example, 4 damage per second then the second units dies after 148/4=37 seconds. Now just use this same procedure for the first unit and see how long will it take. If its less than 37 seconds then that means its stronger. If its less then he's weaker. |
| 02-05-2007, 02:03 PM | #5 |
SFfilip has it right, but IMO its better to take unit cost into account. If a footman can kill a knight in 40 seconds, and a knight can kill a footman in 10 seconds, obviously the knight is more powerful. But If a footman costs 200 gold and a knight costs 700, then you'll have 3.5 footmen... so can 3.5 footmen kill a knight faster than 1 knight can kill 3.5 footmen? Thats where it gets complicated ^^ |
| 02-05-2007, 02:58 PM | #6 |
Well its easy to calculate the right price for a unit using a proportion, if that's what you want. 10:40=200:x x=(40*200)/10=800 According to this if some basic unit (footman) costs 200 gold and takes 40 seconds to kill a more powerful unit (knight) while that unit needs 10 seconds to kill a footman then the ideal price for a knight would be 800 gold. Of course even a kid can figure out that 40 is 4 times 10 and that the knight price should proportionally be 4 times the footman price so the whole thing is a waste of time in case of the given example, but you get the point anyway. It shouldn't be too hard to calculate how much time a knight needs to kill 3.5 units either...its just 3.5*<damage> where <damage> is the damage a footman can take before dying calculated according to my previous post. 3.5 footmen deal 3.5*<footman damage> at the same speed as a single one so that part isn't hard either. Oh and I forgot to mention regeneration in the previous post... After you calculate the DPS lower it for the regeneration rate of the unit being attacked. So if unit A deals 10 DPS and unit B regenerates 2 per second then all you need to do is lower the DPS by 2 making it 8 in fact. |
| 02-05-2007, 05:01 PM | #7 | |
Quote:
Divide into 4 time slices Time A: 4 Footmen vs 1 Knight Time B (1 footman dies) 3 Footmen vs 1 Knight Time C (2 footmen are dead) 2 Footmen vs 1 Knight Time D 1 Footman vs 1 Knight let a = health of footman let b = health of knight let x = dps of footman let y = dps of knight 4*x*(a/y) + 3*x*(a/y) + 2*x*(a/y) + x*(a/y) = total damage footmen deal before knight kills all 4 = 10*x*a/y And we want the knight to cost 4 times the gold, so he can manage himself in a 4vs1. So b = 10*x*a/y b*y = 10*a*x So the knight should have either 10 times the hitpoints, 10 times the DPS, or something in between (3.1 times hp, 3.1* dps). Thus in a 1vs1 scenario, 1 knight will kill 1 footman in a/y, and 1 footman will kill 1 knight in b/x. b/x = 10*a/y So if a knight costs 4 times as much as a footman, the knight should kill the footman 10 times faster (not 4). |
