This is just a difference in how the two attacks work...
The normal attack allows the horseman to back up to maximize distance with respect to action points, whereas charge is always in a straight line with no backing up.
The horseman typical speed is 5 and here is a damage summary based on number of hexes from the enemy (this assumes the horseman has adequate room to back up):
Adjacent: +20% (moves two hexes back for a total of 2 hexes away)
1 Hex: +20% (moves one hex back for a total of 2 hexes away)
2 Hexes: +30% (moves one hex back for a total of 3 hexes away)
3 Hexes: +30% (attacks from this distance)
4 Hexes: +40% (attacks from this distance)
Now for charge, it is only the number of hexes away from the target that matter as the horseman does not back up (it is up to you to position them for maximum damage since they can charge even with just 1 action point left):
Adjacent: not valid, must be a minimum of 1 hex away (note that you can backup manually to increase distance, more on this below)
1 Hex: +15%
2 Hexes: +30%
3 Hexes: +45%
4 Hexes: +60%
...
So you can see here that there are situations where the normal attack appears to be better, but the strategy of charge is that you can manually position the horseman for a minimum of ( AP - 1 ) * 15% if you have the room. With a speed of 5, you should always do a minimum of +60% damage if you have the room or at the very least attack from the same maximum distance as the normal attack.
Note that if you have higher speed for your horseman, then their normal attack will appear to be even better than the numbers above (so don't forget that you can manually position them with charge because the numbers are misleading you).
/C\/C\
Quote:
Originally Posted by Kiras
I started a warrior with the 2014-05-11 35.234 version. In the dwarven area now, haven't encountered blue dragons yet so I'll give an opinion on them later. I'm recording the number of dragon eggs I pick up and the amount I spend on them to see how many runes I get from turning them in. I'm curious to see how many runes total I get from that vs the cost. Obviously, the comparison point is the machine that makes runes starting at 150k/rune, which scales up by 50k for each rune you buy of a particular type.
I think the Horseman's charge! skill may be subtly broken. Here's numbers from several possible attack routes (mostly attacking different enemies, so don't directly compare the damage between the different sets, except 1 and 5). All in straight lines. Equipped artifacts/kids include +1 poison damage and +1 physical damage.
2 empty hexes:
Attack - 5395-7093 damage
Charge! - 5094-6782 damage
3 empty hexes:
Attack - 4755-6206 damage
Charge! 4855-6477 damage
4 empty hexes:
Attack - 5943-7771 damage
Charge! - 6269-8359 damage
1 empty hex: Same enemy as 5 empty hexes
Attack - 5083-6647
Charge!: 4905-6541
5 empty hexes: Same enemy as 1 empty hex
Attack - 6932-9064
Charge! - 7565-9953
Supposedly, attacking in a straight line is +10% damage per hex, and charge is 15% per hex. So why does attack do more damage over 1 and 2 hexes and charge do more over 3+?
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