Talk:Konnik/@comment-24.143.136.97-20191118075822/@comment-2003:DB:F709:7F63:60D6:AAE7:85C1:EEC2-20191124133812

"it turns out that the konnik would deal close to 19 damage." No. Never do that, where you rate attack higher for a faster attack.

The more often your unit attacks, the more often armor counts, also.

This is not to say that it does not give it a significant boost, but you can't just "count up" the attack like that. Against a post imp Paladin, all upgrades included, it would do (14+4)-5=13 damage; it would do that every 1.93 (i) * 0,75; or that it would get an extra attack in every 4 attacks, starting with the second hit (so it's 5, then 9, then 13, where it would "overtake" the Paladin, if the battle went that long (possibly healing involved?) ... basically, hit 2,6,10 and 14 is a[nother] "bonus" hit each time). Until that point the attack just comes in "earlier".

So if you insist on "scaling it back" onto bigger attack values to compare it that way (which is still the wrong way to go), it would have to be "65 damage for every 52 the paladin does", or 65/4 = 16.25 (vs. 52/4 = 13 for the Paladin). - that's after 5 hits, though; and the Konnik can get the next hit in before, also. After 9 hits, they are synchronized again, And it reads "9vs7" -- so 26 extra damage for "7" hits = 16.714; then again at 13/10 it becomes "16.9",

Ultimately, the Konnik does end up with 20 extra health (downing the Paladin in 14 hits (182 damage alltogether), while taking 10 (130 damage)), in a 1-on-1 fight if both start attacking at the same time; which is still impressive. That pushes the "ratio-ed attack" even furhter to about "180/10 = 18 damage", in this very scenario (the extra 2 damage of 182 is overkill) -- but that's just a snapshot: a split second later (if healed in time) it would have been 182/11=16.54 damage. - still too much, if you ask me, for that low cost. It's so much that I would -in fact- havily urge the designers to rebalance this unit, giving it a nerf in health (and maybe base-attack-speed), upping the cost, but in turn making the dismounted unit stronger than it is now (like 60 or more health, and keeping the armor (2/2), with slowed down attack?); that would make a whole lot more sense!

And give us a way to re-equip it with a horse in the Castle, or even the stables, by garnisoning it in and pressing a special "train" button for 70(?) food, maybe.

But right now it seems like one of those "gotta make it overpowered to increase FOMO, and balance it correctly, later" sort of add.ins by a game developer...

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i) not 1.9. The attack speed of the paladin is at 1.93 ; there is no way the "1.9" some new units are said to have is that close but not the actually the same in speed; in fact a test shows they are identical to paladin (Leitis and Keshik also); w/o stirrups that is.