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I was handling a surgical strike where I made a significant mistake but it was more from macromanagement than anything. I will provide the pics for those curious about how it played out:
http://s25.postimg.org/w3eb6g3i7/AWBWMax_Domino_Effect.png
http://s25.postimg.org/nwmbevdfj/AWBWBlunder1.png
I originally took that first pic to showcase that Max's MD Tank 1HKOs a Light Tank on Roads. Of course, you may have noticed that there is a full health Light Tank on a City tile, and only 2 of my units were adjacent to the City tile in question. I couldn't use a CO Power if you're curious. Well, as it turns out, the math involved shows that Max doing two base 55% attacks is a foolproof City 1HKO before any CO defense boosts: -55 x 1.2 = 66; 66 x 0.7 = 46.2 -66 x 0.82 = 52.8 + 1.32 = 54.12

After doing some further math, since this was eerily close to 65% (and boy have I learned to detest that value), I realized that AW must have tried to be balanced with 2HKOs in mind. Where it messed up is underestimating the problems with unchecked division defense, which results in CO defense boosts causing its benefits to spike, and not helping is that CO defense boosts don't go down like terrain boosts do as HP drops. Otherwise, I do notice that generally every +5% base damage is effectively counteracted by a terrain star as far as 2HKOing is concerned. I think this could be imitated easily by similar subtraction defense to what Game Boy Wars 3 used.

This adds another reason to dislike Days of Ruin's defense change, because it reduces the luck damage required for 2HKO with base damage values below what should be required for 2HKO in the first place, on top of luck damage being easily stronger anyway due to the defense nerfing.

Base Percent \ Terrain Stars 1 2 3 4
55% (1/2/DS) 49 + 51 44 + 48 38 + 43 33 + 41
55% (DoR) 50 + 52 45 + 49 42 + 46 39 + 42
60% (1/2/DS) 54 + 57 48 + 52 42 + 49 36 + 43
60% (DoR) 54 + 57 50 + 54 46 + 50 42 + 48
65% (1/2/DS) 58 + 62 52 + 58 45 + 53 39 + 46
65% (DoR) 59 + 61 54 + 59 50 + 56 46 + 52
70% (1/2/DS) 63 + 67 56 + 63 49 + 57 42 + 53
70% (DoR) 63 + 67 58 + 63 53 + 60 50 + 58
75% (1/2/DS) 67 + 72 60 + 69 52 + 63 45 + 57
75% (DoR) 68 + 72 62 + 69 57 + 65 53 + 62

The changes aren't that much, but the defense formula nerf provided no positives to 2HKOs, and only served to reduce the luck damage needed for 2HKO with lower damage than expected for the terrain star value. There's an old saying: if it ain't broke, don't fix it. Terrain defense wasn't so broken before aside from stopping 1HKOs where it shouldn't have. Days of Ruin didn't even address that.

Since people will bring up that certain COs, notably Kanbei and Javier, were proof that defense was broken, I'm already going to address that next. Namely that what was broken was CO defense boosts. And isn't it a funny coincidence that CO defense boosts don't gradually decrease with HP drops like terrain defense boosts do.

It does bring up that characters tend to centralize gameplay around themselves to be worth caring about, and should have misapplication of their traits cause burnout or some such. CO defense being made to be less effective with less HP wouldn't fix every problem in one fell swoop, but at least there would be less backwards design.

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