The "Unreliable" Truth
Posted: Mon Oct 26, 2020 7:38 pm
Unreliable
Unit may lose extra efficiency points when moving
That's what everyone thinks at first about this trait, but no, there is more horror behind it. I did (again) a test after spying into the code where I found that the unreliable trait additionally gives a +10 (1 ingame) efficiency loss during combat, no matter if attack or defense.
To summarize it:
- Unreliable units have a 50% chance to lose 2 efficiency points (20 calculated) when moving, no matter how far
- Unreliable units lose 1 additional efficiency point (10) when attacking or defending (modified by experience and combat results somehow)
I tested a unit with unreliable trait and one without. I didn't bother so much about continuing with the reliable unit as the difference in efficiency loss is incredible high compared to an unreliable unit.
What is also interesting that a huge difference between attack and defense, strangely no matter if attacker or defender, vastely exhausts units.
Keep it mind that experience gain during such tests has impact on the efficiency loss too, as the higher the experience/stars the lower the efficiency loss gets.
You can see that under normal circumstances, units battling each other with attack 10 vs defense 10, result in a huge difference if one has the unreliable trait. While a reliable unit can seemingly bash forever on an equal enemy in direct combat, the unreliable is down to 0 in only 8 attacks.
No idea if this is an undesired bug that large attack-defense differences cause such large efficiency loss, so it's rather bad if a unit is almost invulnerable compared to frequently lose strength. Or is it a kind of balance? Losing 2 efficiency per defense as invincible defender is definitely too much penalty if you ask me.
I personally like the general idea of the unreliable trait and could have played on with the 2 efficiency loss at 50% chance when moving, but the the combat penalty is too broken for me. There is no 50% chance during combat as far as I get it in the code and the tests have shown.
I already have cut both efficiency loss values down to half for my personal gameplay, but this is unfortunately not easily possible by simple file-mods like with other data.
Unit may lose extra efficiency points when moving
That's what everyone thinks at first about this trait, but no, there is more horror behind it. I did (again) a test after spying into the code where I found that the unreliable trait additionally gives a +10 (1 ingame) efficiency loss during combat, no matter if attack or defense.
To summarize it:
- Unreliable units have a 50% chance to lose 2 efficiency points (20 calculated) when moving, no matter how far
- Unreliable units lose 1 additional efficiency point (10) when attacking or defending (modified by experience and combat results somehow)
I tested a unit with unreliable trait and one without. I didn't bother so much about continuing with the reliable unit as the difference in efficiency loss is incredible high compared to an unreliable unit.
Code: Select all
- reliable 0-star: Atk 10 vs. Def 99: 9,8,7,6,5,4,3,2,1,0
- reliable 0-star: Atk 10 vs. Def 10: 9,9,9,9,9,9,8,...
- unreliable 0-star: Atk 10 vs. Def 99: 8,6,4,2,0
- unreliable 0-star: Atk 10 vs. Def 10: 8,7,6,4,3,2,1,0
- unreliable 5-star: Atk 10 vs. Def 10: 9,8,8,7,6,6,5,5,4,4,3,3,2,2,1,1,0
- unreliable 0-star: Def 10 vs. Atk 10: 8,7,5,4,2,1,0
- unreliable 0-star: Def 99 vs. Atk 10: 8,6,4,2,0Keep it mind that experience gain during such tests has impact on the efficiency loss too, as the higher the experience/stars the lower the efficiency loss gets.
You can see that under normal circumstances, units battling each other with attack 10 vs defense 10, result in a huge difference if one has the unreliable trait. While a reliable unit can seemingly bash forever on an equal enemy in direct combat, the unreliable is down to 0 in only 8 attacks.
No idea if this is an undesired bug that large attack-defense differences cause such large efficiency loss, so it's rather bad if a unit is almost invulnerable compared to frequently lose strength. Or is it a kind of balance? Losing 2 efficiency per defense as invincible defender is definitely too much penalty if you ask me.
I personally like the general idea of the unreliable trait and could have played on with the 2 efficiency loss at 50% chance when moving, but the the combat penalty is too broken for me. There is no 50% chance during combat as far as I get it in the code and the tests have shown.
I already have cut both efficiency loss values down to half for my personal gameplay, but this is unfortunately not easily possible by simple file-mods like with other data.