Damage Chart Cheat Sheet
Hello folks, for my own benefit I made a cheat sheet lookup chart to see how much damage something will do. Mainly to calculate my opponent's turn as I can't "simulate" it in the game when making my decision...
I don't like having to play with my calculator, so this helps me to avoid using it "most of the time" (but there are many exceptions possible!)
I don't promiss that the math here is 100% accurate. If you see an error, please let me know and I'll update it.
This should print one one piece of paper in portrait size, US letter (not sure how it will look on A4)?
Enjoy.
http://chedal.org/files/HA-damage-lookup-1.0.pdf
Thanks for sharing this! I'm a little confused by the colours though, what're they showing?
Wow.
This chart is stupifying: Epic bean counting. I'm jealous of the dedication for this thoroughness.
And it is disturbing: He's got his left finger indexing the chart while his right finger taps out cooly calculated combos in-game. Me? Left hand wrapped around a beer while right thumb mashes pretty puppets and shiny baubles to make things go boom.
Thanks for sharing this! I'm a little confused by the colours though, what're they showing?
Colors are just there to help find things quicker.
Like 20% and 40% are fairly common, otherwise the columns are a different color if they are team-specific, yellow stuff is TF2, green Tribe. The 5% increments that aren't 20 or 40 are what you need when you face dwarves.
As for time required to look things up, this is just something I print out and have near me, sometimes you need to know if the opponent can KO you on their turn, stomp you, or leave you standing with 10 or 20 life. It saves having to bust out the calculator every time... if the numbers were simpler, this would totally be unnecessary. It probably the one design-flaw in the game that i can see that is quite blatent. If you compare the damage system to say, Outwitters (another turn based as-sync game), there you never need a calculator because everthing is in simple units.
In my mind there was no real good reason to add such a high level of fractional math with the Dwarves/Tribe, and it got only worse with TF2. It should be possible to just "know" if an opponent can KO you by counting the moves and the number of actions needed. Alas this just isn't possible and it stops the game from being something you can really play quickly because you have to count the numbers (or use a cheat cheat like this one) -- if you don't bother with the counting, it gets harder to play a team like Dark Elves vs. TF2 because you really need to know if 935 life will reach zero or not when an upgraded Heavy, Flamer is a bit further nearby, and they still have a Jarate. I just know that doing the math wins you games... it can't be understated how crucial it is to preduct your opponents move (its just like chess in that sense)
;-)
Enjoy!
You'd think someone doing a masters in engineering would have his calculator closer. You'd be mistaken...
It probably the one design-flaw in the game that i can see that is quite blatent. If you compare the damage system to say, Outwitters (another turn based as-sync game), there you never need a calculator because everthing is in simple units.
In my mind there was no real good reason to add such a high level of fractional math with the Dwarves/Tribe, and it got only worse with TF2. It should be possible to just "know" if an opponent can KO you by counting the moves and the number of actions needed. Alas this just isn't possible and it stops the game from being something you can really play quickly because you have to count the numbers (or use a cheat cheat like this one) -- if you don't bother with the counting, it gets harder .. it can't be understated how crucial it is to preduct your opponents move (its just like chess in that sense)
I think it is precisely this level of unpredictability that makes this game casual and enjoyable for me. I gave up asynchronous chess on Chess.com because I forgot how much openings are critical - especially when there is a predicatble path. In chess, "gambits" there are not really gambits... Here in Hero Academy? Hellz yeah they are!!!
Even if the blows were more quantified and less qualified, just the fact that you can't as reliably guess/calculate which of the many possible combinations/permutations of their 5APs that your opponent may make (except maybe in end games) makes this exciting ***. (IMHO)
If you want to play something like chess, my recommendation is to play... chess! (not a flame, just a reminder). From what I hear - neverplayed it myself - Outwitters has that same symmetric reskinning as chess - all the same pieces, same powers etc. except for a special unit. To me, at a certain point after exchanges, the game becomes academic and moot. Hero Academy still has that factional inequality that can still tip it one way or the other, regardless of the ratio.
So I appreciate and respect your chart, but to a player like me, it's like playing chess with a DB or Openings book. Give me the Hero Academy speed-chess in the park any day.
Back when it was just DE v CL, I could do speed chess in the park.. now, with 275% and 22% buffs and 10% resists.. eh. I'll take the cheat sheet, thanks.
*still blames the dwarves*
*still blames the dwarves*
Global Dwarving is a myth.
It's Tribal Change that we have to worry about, what with all the rising Shaolins we've been Councilled about.







(notice how half the bloody chart is due to TF2... sigh.......)
;-)