Whatever the meta data adjustments were the result seems to be both units doing higher damage values then should be possible with their statline. This seems to primarily occur during the charge animation though I've observed instances with both units (but mostly the Skullcracker) of dealing damage in excess of their WS during sustained combat.
It's easiest to observe into SE's, though against cavalry/monstrous infantry is where the effect seems to have the biggest impact. I tested against the KoS because it has very low armor and with the soulbound upgrade magic attacks ignore the physical resist.
Skullcracker should do at most 475 based on WS and CB.
Irondaemon should do at most 375 based on WS and CB.
This was mostly observed on the charge but could be seen sometimes in sustained combat. I wasn't able to consistently reproduce it but I believe the steam attacks and the train attacks aren't properly splitting the WS value. Usually this just results in around a 50% damage gain into SE's but against cavalry it can get closer to a 150% gain.
Skullcracker
Irondaemon
I think the stat increases were good (could arguably have gone further with the Skullcracker), but the meta data changes are producing inconsistent overperformance which makes adjusting balance difficult. It needs to be further tweaked or reverted.
Comments
probably can check with other cd arty units since they only have that attack
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0 · Disagree AgreeI couldn't reproduce your numbers upon charge animation. I don't know what time delay you took to show us these numbers between the contact instant and the measurements. For Skullcracker just after the charge (at the contact instant) I had between 240 -300 damage which seems perfectly fine.
I agree that in sustained melee they perform slightly better than other chariots because of the steam attacks. Is it a problem however ?
I don't think so.
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0 · Disagree AgreeMy screenshots are at the end of the charge animation, about 2 seconds after impact I think. Additional attacks shouldn't be made in that space since collision attacks aren't supposed to apply to non-infantry and the damage numbers are extremely consistent for me. 300ish would be fine (and matches other SE chariots who deal their WS+CB after armor consistently) but that's not what we see.
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0 · Disagree AgreeOk I did manage to reproduce your numbers but not consistently against a GUO. Sometimes I get around 300 damage sometimes around 500.
It is only during the charge animation. In sustained melee Skullcracker did almost every attacks around 300 damage (which is every 8 seconds). Steam attacks (nor collision attacks) do not work on very large entity.
Well the main problem is that other SE chariots are just plainly bad like the exalted seeker chariot. If anything these chariots should strive to perform like the Skullcracker.
Is it not the same for Grom on his chariot ?
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0 · Disagree Agree5000/1000 mass is a pretty bad starting ratio. With the calculation being roughly 5*18 (assuming both are charging) gets us only a collision power of 90. I'd expect the collision damage we'd get from this is around 22 per entity.
Gorebeast chariots running into goblins have a collision power closer to 22*12 (assuming both are charging) for 264, which isn't enough to consistently hit for max collision damage of 70. The final damage value would be around 52 per entity hit.
If it is collision damage something far more complicated would be going wrong, so I hope it's just an attack issue.
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