by Chazar » Sat Apr 18, 2015 1:16 pm
While I really love SoulMans's suggestion about a dynamic luck reduction as the turn number increases, I also think it is not a good idea to implement it since it isn't very transparent and might heavily confuse new players. As it is, few players seem to be able to interpret the little dice icons correctly - well, at least the icons visualize the 90% rule idea somehow and tell you that this was the best outcome the poor defender could hope for.
About the effect of Ghosts and Dice Size, here are the survival chances for the attackers:
As is: Medusa had 83.6% chance, Dragon 95.5%; so Medusa could never die (>79%)
Replacing last two units with ghosts: Medusa 36.1%, Dragon 58.1% and Archon 76.9%
Changing Die to 120: Medusa 61.5%, Dragon 83.6% and Archon 93.7%
Changing Die to 130: Medusa 53.6%, Dragon 77.5% and Archon 90.1%
Changing Die to 150: Medusa 41.4%, Dragon 67.1% and Archon 83.3%
Changing Die to 175: Medusa 33.5%, Dragon 58.1% and Archon 76.8%
Changing Die to 200: Medusa 27.5%, Dragon 51.3% and Archon 71.1%
And for completeness, changing Die to 120 and also replacing last 2 defenders with ghosts:
Medusa 21.8%, Dragon 41.7% and Archon 62.5%
So I have to admit that the ghosts really have the stronger effect, despite the 45 group warding.
Nevertheless I think that the cutoff at 79% is a bit too much for my taste, and the 120 die would be a better offset than changing that rule again, as it would reintroduce some randomness between two melee units, while still keeping the overall battle outcome in check (allowing for single unit to get lucky once in a while).