Posted November 09, 2022
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For example, lets say the Hero has 30 attack and +5 To Hit (80%). On average, he'll deal 24 damage to the opponent's defense, with any unblocked damage going to hp. In theory, his attack damage could dip as low as 0 (effectively impossible) or go as high as 30 (possible). Assuming 24 damage is rolled, a Great Wyrm (14 Def in Nature Node) will take about 20 damage (4 damage blocked) per swing. A Phantom Beast outside a Sorcery Node's area of influence would take the full 24 damage and die; inside a node, the 22 damage (assuming full shield blocks) would still kill it. If you can crank that To Hit up to 100%, you're looking at 30 damage every swing that has to be blocked by whatever shields the target can muster, which means that 14 Def Great Wyrm takes 16 damage even if it succeeds on every shield roll.
Add Doom, and the hero always deals exactly 15 damage straight to the target's hp. It will take 3 swings to kill a 45hp Great Wyrm and two swings to kill a 20hp Phantom Beast, inside a node or out.
Compare that to a hero with 10 attack and +0 To Hit. The average damage output is 3, meaning a 7 def unit (avg block 2) will take 1hp from an attack, with a lot of variability possible in actual damage dealt per swing. Doom changes that to 5 damage every time, all the time.
Phantasmal is a different beast entirely. It completely negates the target's Defense unless the target has Illusion Immunity, in which case Phantasmal is negated instead. You still need a good To Hit so your Attack icons translate into Damage.
While we're on the subject, Lightning adds Armor Piercing. This is similar to Phantasmal, except it only halves the target's defense and Illusions Immunity doesn't prevent it from working. Again, you need To Hit to translate Attack into Damage. Also, I learned something new: apparently certain kinds of immunities apply their effect after AP is applied, which explains why Warrax still struggles against Sky Drakes.
Here's a chart if you are curious.
Also, I have a correction to make: Roland, Mortu, and Torin have Magic Immunity, which does a good job at blocking Lightning Breath (avg 13 damage vs avg 15 block). They still have to contend with the follow-up 13 avg damage melee hit though, which requires over 40 shields to completely block with avg defense rolls. They'll still take a beating from a single drake if the drake can initiate, but it isn't quite as bad as I was thinking at first.
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If my calculations/interpretations are correct then my Sky Drake slayer had +78/71 defense versus breath attack.
Demi-God Torin starts with 12 Def. Add +8 from Plate, +4 from Misc item, and +3 from Sword (sacrificing Axe damage to do so!), and you reach 27. Super Agility adds +13 for a running total of 40. Add Holy Armor (+2) and Iron Skin (+5) to reach 47 Def. Chaos Channel some Demon Armor on him for +3 Def to reach 50. High Prayer gives +2 for one battle to reach 52, and that's about the max you can reach without getting into situational bonuses (city walls, Resist Elements, Bless, etc). Torin has the highest base Def among any hero, so it is all downhill from there with regard to raw Defense score.
Post edited November 09, 2022 by Bookwyrm627