Piranha,
piranha wrote:We never played DLR so our take on ward is like this. It's a group_ward (just like the antiair is group instead of leadership/chaos based). It is a percentage that the ambush level is multiplied with. For example the ranger unit starts with group ward 10 and it increases with 15 per 10 points. So the calculation is:
ranger with ward 25.
Enemy unit with total ambush 50%
100 - 25 = 75%
0.75 * 50 = 37.5% ambush
So it will always lower ambush chances but never completely erase it.
DLR had both individual and group warding skills. This one works slightly differently than how DLR's did (theirs removed 1 for 1 so a 70% ward would be immune to a 70% ambush) and is obviously weaker.
I agree with Smursh and others than individuals going over 100 shouldn't be capped.
I've also updated ambush to remove 3 HP instead of instant kill so a upgraded barbarian and the mammoth can take one hit without death.
I disagree with this change. You've now changed Ambush into what DLR had as Trample (extra damage). This means in the future if you wanted to add an extra damage skill (some players asked for a really strong ground unit equivalent to the Green/Demon and suggested a Colossus. A Colossus doing 2 damage instead of 1 might make an attractive new unit) or you want to add some item/power/temple that granted extra hits it's going to be very hard to balance out because you always have to come back and balance it out with ambush. I suggest you leave Ambush as instant kill.
For example Gabriels Heart will make any hero immune to Ambush and an upgraded Barbarian might be able to take 2 ambush hits (his 5 + 2 from the item) and still live.
KGB