View Single Post
  #3  
Old 01-16-2010, 08:46 PM
Zechnophobe's Avatar
Zechnophobe Zechnophobe is offline
Approved Member
 
Join Date: Nov 2009
Posts: 991
Default

A Systems Analysis of KBAP

KBAP is a very complex game, that I have spent much time in other threads analyzing, and I'm going to do a quick run through here. Hopefully I can avoid posting too much math.

Ultimately the troops in this game are dominated by those that DO NOT TAKE LOSSES WHEN THEY ATTACK. This can either be because the ability does not allow for retaliation (No retaliation Attacks, ranged, abilities that do not allow for retal) or because the unit can survive retaliation (Most level 5's). Some special cases like dragon breath, and being able to hit two stacks, but retaliated by only one (Effectively halving, or better, the damage they receive) also exist.

This idea of putting together forces that can attack with impunity is the very cornerstone of the combat mechanics, and creates a pool of 'useable' units. Hyena's? Not good, they have no way to avoid damage. Miners? Heck even Demons aren't really beefy enough to fall into this category. There is obviously one other saving grace, and those are units that are easy to resurrect. However, I think most of the time having units you do not NEED to resurrect is massively preferable.

Let's look a little more at the effects that can be applied to your forces.
  • Resistance
  • Stats
  • Critical Hit
  • Heal

Once again, 75% of this list is more effective against higher level units. They have higher base resistance, so adding more to it is more effective. They have high stats to begin with, so crits multiplying with the damage bonus those stats provide is optimal. And obviously high hit point amounts, defense, and resistances make healing more efficient. We are further pushed towards using good high level units. Heck, the Mind tree even has a skill that gives a large bonus to the best level units, dragons. 130% crit chance, and 20% better stats, on your flying, no retal ability units that also have great resistance... it just seems too easy. Also, making Time Back a spell castable on every turn makes dragon tanking even more effective, as it allows a high mana character to resurrect level 5 units, something that is rare.

Also, a lot of the basic systems of the game are geared towards high or higher level units. Take Morale for instance. This effect increases the BASE stats of a unit by a percentage. But the value of a stat is determined by its raw value. That means increasing your sprites 3 attack by 100% to 6... still means it only does 10% more damage. Whereas increasing the stats of a 30 ATK unit by 100%, to 60, will cause it to do 100% more damage. Agvares' innate ability is almost useless on units except for Demoness'.

Also, items like the Dragonslayer sword, or other things that give % bonus to attack similarly benefit low level units very little. 2 Morale on a black dragon gives it 14 attack and defense... almost 50% more damage, and 33% less damage. This makes Voice of the Dragon worth more than all the other combat bonuses all skill trees have combined... for dragons.


Not only that, but level 5 units are also immune to almost all crowd control effects. They cannot be blinded, sheeped, misted, shackled, or feared. In return, they lose out on.. berserk and resurrection spell. But most of the time a premeditated, 7 mana, Stone Skin is worth more than an 40 mana resurrection spell only castable after the fact.


Short Version

Game is strongly slanted towards high level units, and at best towards units with no retaliation abilities. Few things effect low level units better than high level ones.

Last edited by Zechnophobe; 01-16-2010 at 09:36 PM.
Reply With Quote