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Topic Subject:CAH Attributes And How They Work
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Pulkit
Dúnadan
posted 06-21-07 05:50 AM EDT (US)         
Attribute Points

Create-a-Hero Attributes and How They Work


When creating your own hero, you see a section where you need to spend attribute points to improve various attributes of your hero. The attributes are Armor, Power, Health, Heal Rate and Vision. Clearly, the greater the number of points to spend on an attribute, stronger will that attribute be for the hero.


Each hero has anywhere between 0 to 20 available points for each attribute. By default, each attribute has an initial number of points. You have 30 points to spend, which you can use to improve health, power, armor, heal rate and vision range.


Here we study each attribute, and how increasing points affects them. The tables give the percentages for each attribute point. A percentage of 150% for 10 points of power, for example, implies that if your hero's power has that many points, the amount of power is 150% the original. The original values of each attribute (such as health being 2000) are the same for each type of CAH. So heroes with same number of points for any attribute will have the same amount of that attribute. For example, both an elf and a human will have a health of 2800 if the health points are 5.



Armor

Armor is extremely important, and most useful to one-man armies. With high armor your hero can resist a LOT of arrow damage, which makes it useful for taking down archers and whole armies overall. Make this very high if your hero is a tank and or leadership hero.

You can increase the armor of your hero by allotting it more points. The percentages by which the armor increases with each point is given below. Note that they are not cumulative.

1 point 25%2 points 30%3 points 35%4 points 40%
5 points 42%6 points 44%7 points 46%8 points 48%
9 points 50%10 points 52%11 points 54%12 points 56%
13 points 58%14 points 60%15 points 62%16 points 64%
17 points 67%18 points 70%19 points 75%20 points 80%

This means, if your hero has, say, 10 points in armor, then it will suffer 52% less damage from any attack.

These values were confirmed with a simple test I performed. From a ranged attack, a Men of the West CAH of 5 point armor took 28 seconds to die, while 10 point armor increased it to 38 seconds and 15 point armor to 49 seconds. The ratio matches with that expected from the percentages.

Armor effectively reduces damage from all types of attack, such as sword attack, ranged attack, magic attack (includes powers of Gandalf and Saruman, like Fireball and Lightning), and fire attacks.


Power

Power is basically the amount of damage your hero can do with his initial melee attack. I only recommend making this high for hero killers who need to bash out an extremely large amount of damage in a short time. Don't waste to many points to it otherwise.

Power points can be alloted as per your need. The table below shows by what amount is the power affected when you add a point to power. Note that these are not cumulative.

1 point 60%2 points 70%3 points 80%4 points 90%
5 points 100%6 points 110%7 points 120%8 points 130%
9 points 140%10 points 150%11 points 160%12 points 175%
13 points 200%14 points 225%15 points 250%16 points 275%
17 points 300%18 points 330%19 points 360%20 points 400%

This means that a unit with 10 points in power will do 150% the damage that a 5 point power CAH would.

My experiment results with a Men of the West CAH against a wall showed that a 5 point power hero took 22 seconds to demolish the wall, while a 10 point one took 14 seconds, and a 15 point one took 9 seconds. The same ratio was maintained with a duel against infantry. The same readings were obtained when the CAH used was a troll.

This shows that the power multipliers in the above table show the damage that any CAH would inflict, be it an Elf, a Troll or a Wizard, would be the same if they have the same number of points devoted to power. As all CAH types have a base power as the same, each CAH unit will do the same damage as expected from the above percentages.


Health

Health determines the amount of health your hero has. This is needed especially for tanks, hero killers and leadership heroes. I think it is the second most useful stat, because a hero who is hard to kill always is a pain.

You can change the health of the hero by allotting more or less points for the health attribute. The table below shows the percentages by which the health amount will change. Again, these are not cumulative.

1 point 100%2 points 110%3 points 120%4 points 130%
5 points 140%6 points 150%7 points 160%8 points 170%
9 points 180%10 points 190%11 points 200%12 points 210%
13 points 220%14 points 230%15 points 240%16 points 250%
17 points 260%18 points 270%19 points 280%20 points 290%

I observed that a Men of the West CAH has 2800 health when the number of points alloted are 5. A hero with 10 points had 3800 health, and a hero with 15 points had 4800 health. This is consistent with the percentages shown above.

Here also, all types of heroes will have the same amount of health for the same number of points. A hero has an initial health of 2000. So, if you give 5 points to health, it's health will be 140% of 2000, which is 2800.


Heal rate

This is an extremely good stat to have high for any sort of hero, but mainly an archer and a hero killer. The archer needs to do hit and run attacks (which makes this extremely useful), and the hero killer needs to have his health back ASAP during fights.

Again, the table below shows how heal rates depend on each other and how much does an attribute point affect the rate.

1 point 10%2 points 25%3 points 50%4 points 75%
5 points 100%6 points 150%7 points 200%8 points 250%
9 points 300%10 points 350%11 points 400%12 points 450%
13 points 500%14 points 550%15 points 600%16 points 650%
17 points 700%18 points 800%19 points 900%20 points 1000%

Strangely, heal rate might not work as simply as the other attributes do. I performed a test with Men of the West CAH, giving them each a heal rate of 5 points, 10 points and 15 points. The time taken to heal half of the health was 28 seconds, 26 seconds and 24 seconds, respectively. It seems that the percentages rather affect the differences between the differences! A complicated notion, I know.

Concluding from the tests, it seems increasing attribute points for heal rates only minorly affects the rate. Thus, my advice is to not waste Many points in this attribute. Rather, use the more affective heal powers your hero can get (for example, Self-Heal or Athelas). You may also prefer purchasing palantir Heal powers. Add more points to this attribute only if your hero needs hit-and-run tactics.


Vision

This stat is only useful for the Archer and the Wizard, who need to have a good sight in order to perform their ranged attacks well. A spy could also have a good vision in order to, of course, spy the enemy.

The table below shows the percentages that affect the range of vision with each attribute point. These aren't cumulative.

1 point 0%2 points 20%3 points 40%4 points 60%
5 points 80%6 points 100%7 points 120%8 points 140%
9 points 160%10 points 180%11 points 200%12 points 220%
13 points 240%14 points 260%15 points 280%16 points 300%
17 points 320%18 points 340%19 points 370%20 points 400%

I observed that the range of fire of the hero also changed with the range of vision. That is, the farther an archer could see, the father the archer could shoot.

The above percentages say that, for example, a hero with 12 points in vision will have double the range of vision as a hero with 6 points spent in vision. Pretty straightforward.


Acknowledgements

Description about each attribute has been taken from Bendak's How to Create a Useful Hero guide.

The data in the tables has been obtained from attributemodifier.ini, extracted from INI.big using FinalBIG, and confirmed by control tests.

Special thanks to magic_motor_ola for bringing up this idea!


Tales of Middle-Earth | Don't miss it

[This message has been edited by Pulkit (edited 06-21-2007 @ 03:13 PM).]

AuthorReplies:
Blatant
DoFH Seraph & Director of Seraphs
(id: blatant7)
posted 03-03-09 09:52 AM EDT (US)     26 / 29       
I'm actually not sure. If I had to guess, I would say that his powers aren't affected and have a standard amount of damage.

Edit: Now that I think about it, the damage his powers do gets raised with every combat level, no? So I suppose they would be affected by increased "Power".


Please excuse my contradictory post.

Yes, I began my journey alone, and I ended it alone.
But that does not mean that I walked alone. ~ Brandon Sanderson

[This message has been edited by Blatant7 (edited 03-03-2009 @ 09:55 AM).]

Crusard
Dúnadan
posted 03-16-09 02:20 PM EDT (US)     27 / 29       
Power increases ALL attacks of the hero.

And btw the first post is wrong, for example Weapon Attribute 20 doesn't give us 400% damage, but 250% instead. Some other crazy things are mentioned like Vision affects Range, and that's not true.

(you can easily see all of this in attributemodifiers.ini, which is inside ini.big)
Pulkit
Dúnadan
posted 04-21-09 07:08 PM EDT (US)     28 / 29       
The values have been taken directly from attributemodifier.ini itself, as mentioned in the topic post.

These values are representative of BfME2 without the very latest patches (I cannot recall up to how many patches I had installed, if at all any).
Naturally, a these figures may have been changed in RotWK or some of the latest BfME2 patches (if any).
Even so, the integrity of the data provided and conclusions made remain valid.

Tales of Middle-Earth | Don't miss it
Crusard
Dúnadan
posted 04-21-09 08:31 PM EDT (US)     29 / 29       
So, maybe you should update the post
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