AGE OF WAR - New Thrall Stats

I wish the guys at FUNCOM were as good as you, @Xevyr . Period.

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And we shouldn’t need @Xevyr 's work (for free!) to know these things. It would be a guessing game if it wasn’t for him.

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i think you misunderstand his comment. He is rebuting the thralls are nerfed to uselessness arguments. He is stating they arent useless, but actually may be stronger He is not arguing whether that fact is bad or good fornthe game.

I know his opinion and I don’t agree, @biggcane55 . He knows I don’t agree. :smile:.
However, that doesn’t do a dent on his great work and my appreciation for it and for him as a player, modder and person. He comes across as a great dude and he does us all a service with his work. :blush:

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What armor and weapon were used. Please be specific, and i will try and recreate to test.

I meant this dispute… nothing to do with you…


Yes… I’m pointing to a chart that I made based on the source code of the game… I don’t see your problem or why you’re even replying to me… especially the part where you go on rambling about stamina and pvp changes in a thread about thralls :man_shrugging:
I never disagreed with any of that, quite the opposite, this thread was not about that though…

In short, the damage formula tells us that if Tugra’s melee vultiplier is one and a half times greater than Berserker’s, then Berserker must have a strength bonus of 50% to achieve equal damage. Which is impossible with the current level limit of 20.

So uh… do you happen to know if the multipliers of pets got changed any? Because if the power of legendary weapons were the reason for that 50% damage cut to NPCs, try as I might I cant train my poor rocknose to swing a sword. He needs those hands to walk.

Don’t get your panties in a bunch, I was simply asking if you tested all the thralls in game to verify that the coding matched with your (not unique others have done this) chart. Anyone can get these multipliers and put them in a chart, if you are addressing someone concerned about an issue, rather than just pointing to a chart where the argument is based on intent of Funcom rather than actual correct implementation, go test it.

This just shows how triggered you are when you refer to me ‘go on rambling about stamina and pvp changes’ when in two posts in this thread, my comments on this were limited to a ‘partial’ sentence. :rofl:

Your math is off. You did not factor in one simple issue.

Berserkers start at Strength 15. Nordheimers are as high as 30. If each thrall gains a strength level every single time they gain a level (statistically impossible), then at level 20 you would get.

Brute Lvl 20 - 20 Str - 360 damage
Berserker Lvl 20 - 35 Str - 285 damage
Lian Lvl 20 - 50 Str - 230 damage (anyone believe this number?)

This is assuming no modifiers from armor or perks. Not to mention we are assuming this table is accurate, and the calculations are as simple as what you presented, and I am not saying you are wrong. I am finding different outcomes than what anyone here has presented.

The glaring issue is this; At level 0, using an axe that does 56 dmg and this calculation, a Cannibal Brute would do 175 dmg with every swing, assuming no armor on the target. Tested, they do not. I tested 56 dmg or less with every swing.

So, where does the damage multiplier come into play? Is it that the multiplier is a function of the Strength level?

Is this how it works? (I admit I do not know, but the table makes way more sense if it is true)

If the modifier is applied to the Strength, then, if all thralls gain 1 strength every time, at level 10;

Brute with 10 Str, 3.12 multiplier, and 0.825% dmg per Str
0.825 * 10 = 8.25%
3.12 * 10 = 31.20
56 + 31.20 = 87.2 * 1.0825 = 94.40 dmg per swing.

Berserker with 25 Str, 2.24 multiplier, and 0.40% dmg per Str
0.40 * 25 = 10.00%
2.24 * 25 = 33.60
56 + 33.6 = 89.6 * 1.10 = 98.56 dmg per swing

Lian with 40 Str, 1.8447 multiplier, and 0.50% dmg per Str
0.50 * 40 = 20.00%
1.8447 * 40 = 73.78
56 + 73.78 = 129.78 * 1.20 = 155.74 dmg per swing

This seems to be more in line with what I am seeing in actual game play. For NPCs with 300-400 health that take 1-3 shots from me to die, a low level thrall needs 4-6 to kill them.

Regardless, more testing is required, and I would be quite interested in how the numbers are calculated, because at the first few levels, it takes quite a few hits to kill anything.

Then by all means, go and make your own :man_shrugging: and make sure you test it…

Yes, I must be very triggered pointing out how most of your post is off-topic while the rest is pointless… Here’s a thought, try posting something productive so people don’t have to point these things out to you :slight_smile:

The modifier applies to everything…

So with your examples if a weapon does 56 dmg on the actual combo step (this is not the value written on the weapon… since every single combo element has its own multiplier), but assuming 56 would be your base damage

Cannibal brute with 10 STR:
56 * 3.12 * 1.0825 = ~189 damage

Berserker with 25 STR:
56 * 2.24 * 1.1 = ~138 damage

Lian with 40 STR:
56 * 1.8447 * 1.2 = ~124 damage

Keep in mind that server settings are set to 50% thrall damage so the end result would be half of this

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Ugh…this is why I stopped doing all of that junk. It just isn’t fun. You like your thralls? Great! Help them then! What FC has done (and this goes back to AoS) was to actively choose between director style of play and active play. You want your thrall to do all the work? Authority 20 is a must then. Don’t like ti? Too bad. That change was actually a great way to balance things and yes in PVP, players trump thralls every single time as it should be. Players trump NPC and that includes ones other players control. That’s just good game design.

Wasn’t the point and I don’t need to, had this info a while ago.

It seems you are confused as my posts were not off topic nor pointless.

I directly quoted the comments I was replying to and my comments were on topic discussing thralls after the Age of war update.

My first post was regarding someone that suggested that we wait and test how thralls are doing after the Age of War updated and that is exactly what I commented on, my direct experience in game with thrall performance after the Age of War update.

Of course, you then had to toss out false statements about me rambling on about pvp and I had to correct you and point out that in my entire posts in this thread, one mention of stamina was made in a ‘partial’ sentence, not even a full sentence.

It seems that your entire agenda in this thread is to just point to a chart of how the thralls are ‘supposed’ to work and anyone that doesn’t gush over your chart is off topic. :woman_facepalming:

For someone concerned about derailing a thread, maybe you should just walk the walk as you are leading this away from what my first two posts were about, actual in game performance of thralls after the Age of War update.

Bullshit. It’s good game design according to whom? Not everyone likes weak thralls. Some people like to play as commanders and not even authority at 20 makes half of these thralls remotely viable. Who are you to tell them they are wrong? You already had weak thralls in game if you wanted them so badly. No need to spoil most of them for everyone who thinks differently. Now people are reduced to pick among three or four factions ( and I’m being generous)if they want viable thralls. That’s utter crap and very poor game design.

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Someone with the game designer intent backing them :wink: Strong thralls are fine but that has been changed to still needing your help. So you have to risk your own body now. Well trained perk is still the bomb. Define “viable”. Viable to me with the well trained means your thrall can handle most things but may still need help to handle a handful of the top big ulgies in the game. As far as other players? Yeah no, they are not designed to be true threats to other players. You got to get personal if you want other player blood spilt.

Sometimes I wonder how naive you guys can be, really. This change has NOTHING to do with balance or playability. It only aims to glue you at your chair, playing. That’s why the most used thralls were nerfed. That’s why thralls almost nobody has were buffed, but will make you sweat if you want them viable. Really, dudes. Wake the efe up.

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You’ll see what viable means in chapter 2, don’t worry.

To me.

Now look at it this way. Three days ago if I were to post about thralls being imbalanced and needing adjustments you would tell me to use settings to adjust them to my liking. If that would have been a correct statement, then this also applies to you all today. If you feel your thralls are too weak, by all means adjust the damage they do or the damage they take (50% means double their health, 25% quadruples).

I was trying to make sense of it, but I also did not take into account that the higher health thralls can take more punishment, and they don’t necessarily need to take out the target quickly.

Helpful observation. Appreciate it. Makes more sense now.

I have to admit. I really was bored playing before the last thrall nerf. I intentionally quit having one with me because they could kill anything. This latest reduction will change zero about my guards or playstyle. I keep 20 fodder thralls in a box at each base, ready to go when we get a difficult purge. Let them die. I don’t care. They will protect the thralls I do want to keep.

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