Speaking of attack speed, is that working as intended for dual wielders? Weapons with slow attack speed and fast attack speed modifiers seem to swing at the same rate if you dual wield them (equipping a shield affects this too).
Yeah it was submitted early last week... just waiting on Apple >_< Yes it does work, they each swing at their own speeds. You can see it easily with for example a green sword in one hand and a 2 handed, slow attack weapon in the other. Right now attack speeds are very minor and aren't that pronounced. That will be a new addition in the 2nd update.
Oh, I kinda see... I guess what I mean is a lot more prominent if you equip a shield in the other hand. The attack speed change is pretty drastic when in theory it shouldn't change with a shield right? Also, are you implying that 2 hand swords are slower in general when dual wielded than 1 hand swords? So even a "fast attack speed" 2 hand sword would be slower than a no modifier 1 hander? In other words, are all weapon speeds the same unless otherwise noted? Apologies for all the mechanics questions, but this is the stuff that's really fascinating to see how much thought went into it. Edit: I've also been testing the RNG system in batches of 300 crystals (100 crafts). It seems that legendary craft rates are about 1/200, or 0.5%, for anyone that cared.
FM, there's been a lot of complaining from people with level 99s that are nitpicking stats --- I just wanted to say I'm loving this game. I play a bit every day ... I have 16 human and a 10 elf and I'm on main wave 16 and have 55% ish territory. I now have 4 of your games on my main iPhone screen! Please don't radically change anything , I'm slowly making my way through the game!
You are implying that we are nitpicking as criticism, I for one am definitely not nitpicking with any negative undertone, I'm merely posting observations of different classes/items. I have an overwhelmingly positive impression of this game. If I didn't, why would I even care about technical things like balance/mechanics?
Indeed, if you didn't enjoy it you wouldn't care. I just wanted to take a post to tell FM how great the game is! And to tell people who haven't purchased it who may be turned off by talk of exploits, etc, that the game is good and worth playing . I'm glad people like you are finding the game breaking combos
Sounds about right to me but I think it might be as high as 1%. Unfortunately when it comes to weapons it's mostly swords. Epics, thankfully, are much more common. Like 5-10%. I remember FM saying legendaries should truly feel legendary, and in my experience that rings true in armor and runes, but not so much with weapons. What's your impression of 'em?
Here's one suggestion i've been thinking about: We have Commons, Uncommons, Rares, Epics and Legendaries, all of which are influenced by random factors. How about some Uniques with fixed stats? They shouldnt be stronger than Legendaries, but they can be attained through high-end achievements. Achievements like: Completing all 30 waves with an Elf, a Human and a Dwarf Killing 1000 Siege Trolls Having 30 Legendary items in the inventory (maybe even 50) Reaching Lv99 with a Human Reaching Lv99 with an Elf Reaching Lv99 with a Dwarf The last 3 of which gives a Unique item specific for the class. Also, these Uniques should have Unique properties not found in any other equipment of the same type. Example for the last 3, an item that improves one of the character specific skills further. Or a great sword that Hits Multiple Enemies (since this trait is unique to maces). Or a bow that heals Units around you at 2HP/s. Even an armor that increases your Mana. My $0.02. I've been saying this since beta, and i know it holds true now, that H&C2 is my favorite iOS original title since EPOCH.2. For me, it rivals MHFU to a certain degree, and that is a tall order i think is reasonable.
Not being nit picky but how does this make sense? Out of 100 crafts if you get one legendary item, it should be a 1/100 or 1% chance. Not a 1/200 or 0.5% chance.
I want to make a short guide regarding armor. The higher your armor, the valuable each point of additional armor is. Because armor functions as a % block, you will see exponential increase in effective HP (eHP if you're a dota 2 player) for every point of armor you invest. We'll use 0 AP monsters to demonstrate this point: Against 0 armor heroes - 100% chance to hit Against 25 armor heroes - 75% chance to hit Against 50 armor heroes - 50% chance to hit Against 75 armor heroes - 25% chance to hit Against 90 armor heroes - 10% chance to hit Against 99 armor heroes - 1% chance to hit Your first 25 points in armor will effectively increase your base EHP from 100% to 133%. 33% EHP increase for 25 armor, but we can do better. 50 points in armor will effectively give you 200% EHP, because you will dodge 1 in every 2 attacks. This second 25 points in armor essentially doubled your HP, much more efficient than the first 25 points. If you invest 75 points into armor, that'll give you 400% EHP. This effect is increasingly noticeable once you get 90+ armor values. 90 ARM means 1000% EHP, however 99 ARM means 10000% EHP, a 10x increase for 9 points in armor. To recap, going from 0-9 armor will give you about a 10% increase in survivability. Going from 90-99 armor will give you a 1000% increase in survivability. Dodge works the same way. Criticals are diminishing, but that'll be explained at a later time. --- Armor Crafting --- Basically each armor generated will have a total of 4 points in 3 different attributes: HP Armor Mobility The algorithm values these three attributes in a 2:1:1 ratio. Basically, 2 HP = 1 ARM = 1% mobility. Each armor is generated with a total of 4 points that can be allocated in any way in each of the 3 attributes. To visualize what's happening, imagine 3 buckets and 4 balls. You can put the 4 balls in the 3 buckets anyway you want, but each ball must be in a bucket. My combinatorics are a bit rusty, but that gives 45 different armor combinations [in terms of stats]. Base value multipliers for rarities: Legendary - 25 Epic - 20 Rare - 15 Uncommon - 10 Common - 5 These are your multipliers given the rarity you rolled. Recall above, you have some combination of 4 points in 3 attributes. Let's say you rolled a legendary 2 HP, 1 ARM, 1 MOBILITY, then your base stats will be: Legendary multipler = 25 2*2*25 = 100 HP (note 1 point in the HP bucket is worth 2 actual hitpoints) 1*25 = 25 ARM 1*25 = 25% mobility There's a bit of small RNG (+- 1%) to add to variation, but this is the general idea. Another example, uncommon 0 HP, 3 ARM, 1 MOBILITY, then your base stats will be: Uncommon multiplier = 10 0*2*10 = 0 HP 3*10 = 30 ARM 1*10 = 10% mobility Give or take a few points. This means its impossible to roll an 85 ARM legendary, since 85 armor falls inbetween 3 and 4 points in ARM. You can roll a ~75 or a ~100 piece (give or take 3-4 points). Rares, epics, and legendaries will also come with a perk. The values of these perks are set based on the rarity, the perk itself is completely random. I think there are ~15 different perks, so total # of different possible armors factoring in the permutation above is about ~600-700 legendaries/epics/rares, and 45 uncommons/commons with minor RNG fluctuations in each stat.
Because I'm not getting them every 100 crafts, I'm getting them every 200. When I gamble 300 crystals, it seems about 50/50 whether or not I get one. But I could be just unlucky. If I had to guess, it seems to be 0.5-1%.
Cool idea. Phantom Rift had some of that unique item finds... Be an easy carryover, like Beetle's shockwave/Berzerker's shockwave For you to say that about MHFU is a big deal! This is a great game. The longevity will be the only thing I think that needs to be addressed to truly rival that classic... I think with increased lands getting attacked after defeating Wormwood, a little more fix to the MP... It's got the potential I'd love to have MORE than 9 heroes... Unlimited character builds?
I'd have a feeling that once you had enough you'd end up like the beta testers when they first got the game. Crash palooza when switching heroes. Although it'd be pretty awesome to be able to have more heroes. Gives me more purpose to find more legendary armor xD
I've been thinking along those lines as well. The weps should be in line with legendaries. Basically, the point is to give non-exploiters a way to be competitive. Considering the smaller dev team, I'd say don't use unique skins or anything. Just use high end ones. Point being a nice competitive piece of gear that lets honest players compete, and comforts those of us RNG cursed
Great work! You gave the 2:1:1 ratio only for your explanation of examples, right? Because it can also be 4:0:0, 3:0:1 etc. (EDIT: I see you were talking about HP being multiplied by 2 here and not about the 4 points that get randomly allocated to the stats, my bad). You can apparently have a legendary that gives 85 Armor if you get 3 points in ARM plus a perk that gives ARM as well. I have a few armor stats that don't play by your rules though. Like a rare armor that has 9ARM, 18HP and 44% mobility. Uncommon armor: 26ARM, 12HP, +10% Mobility Common armor: 22 HP, 15% mobility I have a lot more that don't play by your rules, but it generally holds up. Or maybe the +/- RNGs are bigger than 1