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What I'm curious about, is if you could design units from the ground up, i.e. give them what stats and armor, at whatever cost the autocalc assigned...
What the armies you see in the field would look like. Would people want super cheap, heavily armored units with big shields? Selling out defense to pay for higher attack?
Would anyone use bows? Or would you see nothing but crossbows?
Notably, shield protection is also subtracted from damage instead of adding to protection in the logs, and that's wrong too.
(I acknowledge no one has complained about shields here - yet, at least)
BTW, how does the idea that protection might be too good fit with the popularity of crossbows? Especially the cheaper indie versions. Isn't facing crossbows a pretty good reason to go for the cheaper & quicker lighter troops?
However, I have to admit that some nations can struggle against high protection units, just because none their base units get beyond 15 normal damage ... that's why I often try to take some +Str in my bless, to have an easier way around these situations.
On the defence side, when I played against the AI, I often tried high defence builds with very good success. Indeed, if you manage to have 5 more def than your opponent attack skill, only 20% of ennemy attacks land, that's not much ... However, against a human player it's quite different. First, I've seen a number of builds of high damage sacreds having a +4 att bless. I've also recently seen an all normal Chud Skinchifter get up to 20 attack just by being berzerk. And there are also a number of spells that mitigate defence (entanglement spells, earth grip/meld, ...). And that's not counting on thugs that can easily get to more than 20 with the proper items. So having a high defence is good, but not as good as it could be, especially given - apart from cavalry - you get a -2 per additionnal attack (if the harassment penaly was -1 for everybody, it would make it much better overall).
Well, I found only cloth armor (6 prot, which is very little) and ashigaru (12 prot, which looks nice to me).
I should've rather said : gambeson is far less common than any other types of armor that are much more resource-demanding or simply worse.
That said a little more in depth system could certainly be developped for armor piercing to have a bigger range of anti-armor weapons (including more efficient ones), by making it a stat (penetration) instead of a flag. Currently a longbow has the same penetration as a spear (the 20% base protection reduction of piercing weapons) and the heaviest arbalest the same as any crossbow with AP flag, only general damage differenciate them. Turning penetration into a stat would allow to make more specialized weapons without giving insane damage against non-armored troops to the high penetration ones.
Another thing is that protection reduction work for every hit in current system, while real penetration is more a matter of hitting a spot you can pierce or not. It may be changed so each weapon hit gets a % to be armor piercing (eventually increasing the effet of armor piercing a little, say to 65%), allowing to continue to reserve 100% reduction to AN damage while having penetration stat able to be as high as 100% (say with such system an arbalest may get a 95% penetration stat meaning nearly all hits are resolved with enemy protection reduced by 65% making it far more reliable to pierce armor than a light crossbow that would have 70%, but not making it equal to an AP weapon).
I do agree having different amounts of armor piercing would be good, though. Right now we only have 'piercing' as a damage type (20%) and 'armor piercing' as a tag (50%).
(And of course armor negating, 100%).
I contend with the assumption of naked heroes in mythology. Many myths are about iron wielders replacing bronze wielders, and dominions succession of ages is all about superior weaponry and lesser magic gradually replacing weaker weaponry and stronger magic. Thus it makes sense that armor would be very good in the game world.
Currently, glamour/mirror image is the only defense mechanism that somewhat resembles evasion/dodge and is unrelated to both defense and protection.
If an evolution was to be made, I'd say that any damage blocked by non-natural armor could be turned, at least partly, into fatigue damage. But then, reduce the fatigue cost of armor, or else who would play MA Ulm? That would make stacking armor on top of natural armor not as useful as you'd get a bunch of fatigue you could have avoided, depending on how you code that.
Invulnerable 10 (+armor of 13 = 23)
mirror image
recuperation
berserker +5
blood bond
solar weapons
It rolls 20 + RNG against normal damage and once berserker rolls 16+ RNG even against magical weapons.
Then it spread whatever damage is left across the 7 of them present.
Then it regen some.
And of course, that is after you manage to hit them because of the mirror image.
That is an ambidextrous 20+ magical damage per attack, 3 per square and mirror images.
Attack skill of 20 after bersker triggers :o)
Had to shower them with slingers and send boar warriors (damage of 20+ with magic weapon).
When they hit, they kill.
When they get hit, they lose ~4 hp.
I thought It would illustrate what OP is talking about very well.
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There are some counters, but that kind of force can destroy armies with 7-8 units that also have stealth. I don't feel like there's a problem with protection in general but there are exception.
While some units (such as the monolith) makes perfect sense to be able to ignore lots of damage, I think there should be a good chances for a minimum of 1 damage when hit for general cases.
The idea is that many effects are built around the concept of "on damage" that never occurs in those cheesy scenarios. Things like poison could become way more useful.
IMO the point is not to makes protection useless or weak or barely effective, but to avoid scenarios where a few guy with degenerated case of high protection becomes hard counters to 95% of the other units.
Total protection = natural protection + equipment protection - (product of the two protections/40).
So invulnerability 10 and 13 equipped armor should give you lower than 23 protection vs non-magical attacks.
Critical hits and exploding dice, in theory, mean there is always a chance to deal damage. Especially vs fatigued or immobilized units.
AP and AN attacks still exist, as do attacks and spell that check MR instead.
Also, you're using powerful sacred units with an expensive bless as an example of course they're going to be good at fighting - they SHOULD be, although of course bless balance is always up to discussion.
But this doesn't have much to do with their protection, and the invulnerability bless isn't that good right now, considering how cheap magic weapons are.
Sounds like an unnecesary complication compared to just tweaking how fatigue & critical hits interact.
Unless you really want the armored units to suffer extra penalties (on top of harassement) every time they are attacked...
Also feel like Bracers should probably be deleted right out of the game for how they stack and are affected by Legions of Steel in a strange way that applies the rules of the system very unintuitively and not very positively for the game overall. The AI can't fight units with close to 40 prot, and against other human players it basically comes down to a small number of counters which magnify the differences between human sized and giant targets, and blessed and unblessed ones too.
Though yes of course, troops supported by magic is a lot harder to deal with.
They would be that if they had any type of level 3 mage supporting them.
1) Bleh. Berserker's +5 doesn't even stack with Stygian. Drop Stygian and Recup and get Barkskin
2) When you lose because you don't have Magic Weapons, you have noone to blame but yourself
3) 10+13 = 20 (not 23)
4) Solar Weapons waste of points
5) There are ways to boost Protection, but there are ways to boost damage too. Strength Blesses are very popular among good players nowadays, seen all the way to +10. Weapons of Sharpness is another thing utilized in advanced games, your fault if you're stuck in the old anti-Construction meta
6) Same thing with the old anti-spear meta that got transplanted into 5 without accounting to changes to protection and repel
Basically this.
My main point wasn't that armor needs to be nerfed or shouldn't be as effective, it was that the way the combat mechanics work makes it necessary for a unit to have any survivability. This isn't inherently bad, but in a game like Dominions that is supposed to represent a variety of ancient & mythical cultures I feel having armor be a requirement of a useful soldier can be a little restrictive.
It's something I noticed when I was going through the nations, where you would expect to see lightly or unarmored troops there is always heavy armor even when it doesn't really fit. For example, Mictlan gets "copper scale armor" even though as explained here the Aztecs never wore metal armor:
https://www.warriorsandlegends.com/aztec-warriors/aztec-warrior-armour/
Then there is Machaka, which gets Hoplites despite nothing like this level of armor technology existing in ancient Africa. Marverni got tattoos in Dom5 which are a pretty blatant cover for the fact that otherwise going into battle barechested is just a death sentence.
My point about how magic interacts with armor was just highlighting that even when magic comes into play it is always better to be armored than not. You would think that a mage making your warriors skin into rock or turning them into ghosts or mist would eliminate the disadvantage a more lightly armored army faces and maybe be a way for them to compete on an even footing, but the current protection-stacking and Ethereal/Mistform rules don't work that way.
Like I said, I'm not pushing for wide ranging mechanical changes, but I would like Illwinter to acknowledge this a little and maybe add some more ways to increase survivability when you have a low Protection stat. Partly this is for selfish reasons, as I came up against this quite hard when adding nations to Dominions Enhanced based on cultures that historically didn't wear armor due to either technological limitations or climate. But I do think it would help the game and increase variety if elite but lightly armored troops and creatures were more able to compete with heavy armor wearers.
I think you're dismissing the real costs of armor in resources, mapmove & defence penalties and encumbrance.
Also, if magic can make armor redundant then armor is always going to be a disadvantage when that magic is around, and it becomes harder to justify why some nations actually Ulm bother with putting so much work into it.
Unless you want to make these new ways to increase survivability with low or no armor only accessible to some nations (the way tattoos are, for example).
I do agree the way Mistform works doesn't make a lot of sense, though. Specific interactions between armor & defensive buffs could certainly be altered.
I think this whole discussion completely sidestepping the advantages of troop quantity and the fact that Production scales cost points - and aren't even especially popular.
Unarmored & light troops are easier to mass as long as you can manage your gold & have enough recpoints, and some buffs tactics & strategies work better when you have more units than your foes - notably, battlefield wide effects, trying to tire the enemy out, Will of the Fates...and of course, more bodies for siege.
EDIT: Also, it's not like nations with poor or no armor are underpowered as a rule.