WC3Db - Databank

Saturday, May 20, 2006

ROC Patch 1.06

Category: WC3Db / Patches

Reign of Chaos Patch 1.06

BALANCE CHANGES
Improved Counterability

Attack Types
* Normal (most melee units)
* Normal attacks do extra damage against Medium armor, and reduced damage to Fortified armor.
* Piercing (most ranged attackers)
* Piercing attacks do extra damage to Unarmored units and Light armor, and reduced damage to Fortified,
Medium armor, and Heroes.
* Siege (artillery)
* Siege attacks do extra damage to Fortified armor and Unarmored units, and reduced damage to Medium armor
and Heroes.
* Chaos (A few Creeps, Powerful Summoned Units)
* Chaos attacks do full damage to all armor types.
* Magic Damage (most spellcasters, air units)
* Magic attacks do extra damage against Light and Heavy armor, and reduced damage to Medium, Fortified
armor, and Heroes. Magic attacks do 66% extra damage to ethereal units, and zero damage to magic-immune
units.
* Hero
* Hero attacks do reduced damage to Fortified armor.

Weapon Types
* Normal
* Missile
* Artillery
* Instant

Armor Types
* Unarmored (most spellcasters)
* Unarmored takes extra damage from Piercing, and Siege attacks. Some unarmored units such as Huntress,
Gargoyle, Hippogryph, and Druid of the Talon in Storm Crow form have armor for balance reasons. Most
unarmored units do not have armor.
* Light (most flying units)
* Light armor takes extra damage from Piercing and Magic attacks.
* Medium (most ranged attackers and workers)
* Medium armor takes extra damage from Normal attacks, reduces damage from Piercing, Magic, and Siege
attacks.
* Heavy (most low and high tech melee units)
* Heavy armor takes extra damage from Magic attacks.
* Hero
* Heroes take reduced damage from Piercing, Magic, Spell, and Siege attacks.
* Fortified (buildings)
* Fortified armor greatly reduces Piercing, Magic, Hero, and Normal attacks, but takes extra damage from Siege
attacks.

Note: Ethereal units can only be damaged by units that have the attack type "Magic" such as spellcasters.
Magic-immune units can only be damaged by units that have physical attack types.

Damage and Armor Class System
* Every unit in the game has an armor type and attack type (like StarCraft).

* Each attack type is better or worse versus other armor types. For example, a Grunt has a Normal attack, which
does 150% damage versus "Medium" armor units like the Archer, Rifleman, Troll Headhunter, and Crypt Fiend.
The Archer has a Pierce attack, which does 100% extra damage versus "Light" armor units like the Gryphon
Rider.

* This system is in place to encourage unit counters and unit mixing in combat. If the opposing player builds
ranged attackers, then the natural counter would be to build melee units, which have an attack bonus versus
them. However, since ranged attackers have a high damage, you would benefit by building a mixed group of
melee and ranged attackers since your ranged attackers will out-damage the opposing melee units if they are
protected from direct melee damage themselves.

Warcraft III: Reign of Chaos v1.06: Attack Type vs. Armor Type Chart


Light

Medium

Heavy

Fort

Hero

Unarmor

Normal

Pierce

Siege

Magic

Chaos

Spells

Hero

150%

75%

50%

100%

100%

100%

100%

100%

100%

100%

200%

100%

100%

100%

100%

150%

100%

100%

100%

100%

100%

50%

35%

150%

50%

100%

100%

50%

100%

50%

50%

50%

100%

70%

100%

100%

100%

100%

75%

100%

100%

100%



Damage Reduction or Increases for Armor
* For positive Armor, damage reduction =((armor)*0.06)/(1+0.06*(armor))
* For negative Armor, it is damage increase = 2-0.94^(-armor) since you take more damage for negative armor
scores.

Spellcaster Rebalance
* Most spellcasters (Sorceress, Priest, Shaman, Witch Doctor, Necromancer, Banshee, Druid of the Talon) have
been re-balanced. In general, units with piercing damage rip up spellcasters, while basic melee units, such as
Ghouls or Footmen, are weak against spellcasters. The specific changes to the units in question are:
o They have a new armor type, unarmored, which takes bonus damage from siege and piercing attacks.
o They also have a new damage type, magic, which does reduced damage to fortified and hero armor, but does
bonus damage against medium armor.
o They had their damage adjusted, typically downwards.
o They no longer gain damage as they go up in level, and gain less hitpoints as they go up in level (but start
with more hitpoints when initially built)
o Many autocast buffs and debuff costs reduced.
o Casters, including Dryads, have had their mana regeneration rates boosted by 30%.

Hero Damage
* Heroes now have an aptly named hero damage type. It deals 100% damage to everything except fortified armor,
to which it deals 50% damage. Hero damage was added so that heroes no longer strongly counter ranged units
such as Archers and Crypt Fiends.

Advanced Structures
* Most advanced technology structures had their build times reduced. This reduction ranged from 20 seconds for
especially underused structures, to 10 seconds for less underused structures. For instance, the Slaughterhouse
builds 20 seconds faster now, while the Arcane Sanctum build time was only reduced 10 seconds.

BALANCE CHANGES
HUMANS
* Flares now cost 75/25 to research, down from 100/50.
* Inner Fire cost increased to 35, from 25.
* Slow cost reduced to 40 from 50.
* Slow duration vs heroes reduced to 10 seconds from 20 seconds.
* Thunderclap debuff is 50% at all levels, and lasts 5/3 at all levels.

UNDEAD
* Curse now causes a 33% chance to miss, up from 25%.
* Curse now lasts 2 minutes, up from 1 minute.
* Curse cost reduced to 40 mana from 50.
* Web lasts 12 seconds, down from 20 seconds, and has a cooldown of 12 seconds, down from 20 seconds.
* Carrion Swarm max damage increased to 375/700/1000 from 300/550/800.
* Carrion Swarm no longer hits wards.
* Boneyard cost reduced to 250/100 from 350/125.
* Acolytes now have 220 health, up from 180.
* Necropolis cost reduced to 300 gold, down from 350 gold.
* Black Citadel now has 2000 hitpoints, down from 2300.
* Halls of the Dead now has 1750 hitpoints, down from 2000.

ORCS
* Bloodlust cost reduced from 50 mana to 40 mana.
* Raiders now have light armor instead of heavy armor.
* Raider Ensnare lasts 12 seconds, down from 20 seconds, and has a cooldown of 12 seconds, down from 20 seconds.
* Bladestorm cooldown reduced to 3 minutes, down from 4 minutes.

NIGHT ELVES
* Cyclone duration on units increased to 15 from 10.
* Faerie Fire cost reduced to 35 from 75.
* Chimaera Roost cost reduced to 230/70 from 280/100.
* Ancients temporarily lose their fortified armor when they uproot, becoming medium armor units.
* Dryads now have the unarmored armor type. This change was made to further specialize Dryads as melee killers, but allow piercing damage units, such as Crypt Fiends and Archers, to counter them more effectively.
* Dryad hitpoints increased to 435 from 380.

OTHER
* All basic siege units (Mortar Teams, Catapults, etc.) have had their night sight increased to 1100 from 1000.

CREEPS
* Creep-cast Polymorph duration reduced to 25.
* Creep autocast Heal heals 12 hp a cast not 15.
* Lightning Lizards, Thunder Lizards and Storm Wyrms no longer friendly fire - their attacks only hit hostile targets.
* Lightning Lizard damage reduced from 1d8 + 16 to 1d8 + 14.
* Thunder Lizard damage reduced from 1d11+30 to 1d8+26.
* Centaur Impaler hitpoints reduced to 350 from 450.

ITEMS
* Ankh of Reincarnation is now a level 7 item.
* Potion of Restoration now heals 500 health and 200 mana, rather than fully replenishing a hero's health and mana.
* Scroll of Restoration now heals 300 health and 150 mana, rather than fully replenishing all targets health and mana.
* Tome of Experience is now a level 5 item.
* Scroll of Protection cost reduced to 150.

NOTES: Replays are incompatible between major game revisions (1.05 replays cannot be viewed with the 1.06 version of Warcraft III).

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