![]() ![]() I think of it this way: Early on, health stops you from being burst down. And it's part of why health is always going to be better early on. Your understanding of defense is correct (the resistance stat works the same way too). I rarely level resistance or ranged strength, melee strength gets boosted on some heroes. Short answer: On heroes where I'm building stats, I usually take health 1, 2, maybe 3, before swapping to armor. I find some validity on that for the Necromancer, Theocraft, Archdruid and Sorcerer classes, as you can always pump more points into making them casters/supports who should never be taking damage. Side note: There are people on here who will argue that you should never take a stat upgrade on some classes, always preferring to save for an ability. I guess if you were dealing with a tank that was going to take upwards of 5 hits per battle, it could be worthwhile, but it doesn't seem like many characters take more than 5 hits in a battle with good strategy. Even if an enemy attacks 3 times in a row, you still only lose 3 health. ![]() Gaining +5 health seems like nearly the equivalent of gaining +5 defense. Since the defense number is not multiplicative in its effect, why would you ever upgrade defense instead of health? ![]() 1 point of defense = 1 less point of damage to health). According to my understanding, defense has a 1 to 1 damage correspondence to health (e.g. It seems you're always given the option to upgrade base stats instead of taking a special skill. Based on what I've been watching, I have a question about upgrading heroes and leaders. I've been watching a bunch of videos on youtube to understand how all the systems work. Got this game a while ago but just started going through the process of really learning to play. ![]()
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