Check the table now, changed the stats
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Check the table now, changed the stats
I meant lower the percentage of damage decrease on troops. This makes the golems too tanky. I would rather have wizards doing more damage on defenses, than have golems be able to sustain more damage from defenses. I would set the damage increase to defenses back to normal, and cut in half the damage decrease on troops.
Just took a look at the rage spell stats and they're insane for maxed, as compared to this. Troop damage increase is 170%, and it also boosts speed. When they created the haste spell, they essentially took the speed component of the rage spell and made it slightly better. That way, you only had to use one housing space, and you got a slightly faster troop. I would recommend doing something similar with this spell. 30% damage increase on defenses just isn't enough. I would say bump it up to 150% at max level, and still halve the damage decrease on troops, for it does make the golems too tanky. You can work out the specifics, just a suggestion.
What do you think now?
The rage spell takes the base DPS of a unit, and then after that adds on an additional 170% at max level. This means its initial DPS times 2.7= DPS with rage. The way your spell currently works, the damage on defenses only sits at 1.5 times the original DPS. A level 5 wizard does 170 damage per second. With a rage, that increases to 459. With yours it only increases to 255. The damage decrease on troops doesn't make enough of a difference for it to be desirable over a rage spell. Increase damage on defenses to around 150% at maxed level. (The wizard example assumes both spells are maxed)
I know, but as I was saying, it's better to have wizards who do more damage rather than having golems sustain less damage from defenses. If you had kept the damage decrease on troops stat the same, it would have made the golems too OP because they would tank even more. Just raise the damage on defenses a lot. The haste spell, level one, has the same speed increase as a maxed rage spell. Damage is slightly more important, to me anyways, so I wouldn't make the damage to defenses at level one equal to damage increase on a maxed rage, but it has to be comparable. Otherwise there's no point. Rage spells affect speed and damage. If you want to have something to pair with the haste spell, I think you're on the right track, just still have to greatly adjust the actual stats. I mean, if you make it too simple, using both a haste spell and a wrath spell would be even more OP than a rage, which is why a decreased radius and damage applying solely to defenses is a good idea. You just have to make it so the damage increase is actually comparable to that of a rage.