Hey, everyone. I was thinking of doing a little statistic breakdown for this weeks strategy article. I was wondering if anyone here thought I was particularly off the mark or if I forgot something important.
Negative: inablity to put enemy units down.
Positive: if this unit isn't going to be attacking,
having anything other than low AT is a waste. Also
AT is fairly inexpensive to increase so it's not a
Negative: inablity to put enemy units down is almost
as bad as low AT, since there is a huge difference in
wounding and closing an enemy.
Positive: AT is fairly inexpensive to increase.
Positive: Ability to consistantly put enemies in the cemetery.
Very High AT
Negative: Not very effecient. Whenever you hit anything other than a tanker, you're effectively wasting most of your potential.
Positive: Ability to consistantly put enemies in the cemetery, even if they are tanks.
Negative: Lowers survivability.
Positive: If you have good HP, it's not a huge problem on average.
Negative: It's not as easy to get as other "average" values, and it's rather easy to debuff.
Positive: Greatly increases survivability on average, most non-Refess opponents will hesitate to debuff you in case you have bigger DF later.
Negative: It's no harder to debuff than 5 DF, and will attract a debuff almost immediatly.
Positive: Can make you nearly invulnerable.
Negative: The enemy can pretty much close this unit at will, with no effort. Salmander, Salamander Soldier, Lillith, Magic Bolt, you name it. In addition, DF almost never helps.
Positive: Makes it easy to sacrafice for a Soul Skill or as a human shield to decrease the effecency of your enemies' high AT units.
Below Average HP
Negative: Most ranged units can close this unit with little effort.
Positive: Immunity to Salmanders and their level of incidental damage highly increases survivability on average compared to Low HP units.
Negative: Most Soul Skills and Grimoires can close this unit with little effort, as can almost all front line fighters.
Positive: Good survivability against low and incidental damage, greatly helped by DF on average.
Above average HP
Negative: Heavy hitters can close these units with high efficiency, still not high enough to protect against Grimoires or single target soul skills.
Positive: Avoiding 30 damage soul skills greatly increases survivability of ranged units or early game front line units.
Negative: Doesn't protect against real heavy hitters, still able to be closed by single target soul skills and Grimoires. High AT is much cheaper than High HP.
Positive: Very high survivability against average attackers. Benificial to Living Dead and Undying "regenerators".
Very High HP
Negative: Lower Survivability than Average HP with Average DF. High AT is much cheaper than High HP.
Positive: Extremely benificial to Living Dead and Undying "regenerators". High survivability against almost all units, except when outnumbered.
Negative: Heavily decreases chance of acting.
Positive: Alows use of "standby" after damage is taken, gaunrentees healing if hit. Generally units with this AGI are significantly more powerful than average otherwise.
Negative: Generally, units with 4 AGI are significantly weaker than average. When up against AGI 5 units, their advantage is elimiated completely.
Positive: Heavily increases chance of acting, and increases chance of defeating enemy units before they act, if possible.
Very high AGI
Negative: Generally, units with 5 AGI are significantly weaker than average. When up against AGI manipulation, their advantage is eliminated completely.
Positive: Heavily increases chance of acting, and increases chance of defeating enemy units before they act, if possible. AGI 5 can also completely eliminate the advantage of an enemy's AGI 4 unit.
"Scissors are overpowered. Rock is fine." -Paper