I've read some of the post about the Sammi being OP. I use the Sammi the bulk of my games along with the psion to move squishy's in the sammi's range for one turn kills. My personal opinion is the sammi has a superior advantage against most of the other classes. I wanted to find out just how much this is true so I downloaded a dice odds analysis software called "Small Roller". Yes I am aware there are some CC's you can use to paralyze the sammi and then kill him, but you can do the same to the other guaurdians so I see little evidence he isn't a bit overpowered. As much as I dont want to see him nerfed because i love using him, here are the stats. Each % shows his odds of inflicting 3 hit points damage (nearly half the life of most characters) Not to mention his Evis which will make it a total of 4 damage.
Regular Sammi Attack
12 69.75% Barb, Wizard, Summoner
13 64% Sorceress, rogue, psionist, & Minotaur
14 57.75% Fighter Mage, Bard,
15 51% Samurai
16 43.75% Paladin, Soul Reaver
17 36% Warrior
As you can see if the Sammi attacks anyone but the warrior, pally, or soul reaver, he is making a positive equity play which will likely take 4 HP of life leaving them crippled. It gets even worse for your opponent if you imbue him with a basic Archon's Might +1 strength spell. See directly below:
Sammi Attack imbued with Archon's Might +1 strengh spell
12 83.36% Barb, Wizard, Summoner
13 78.40% Sorceress, rogue, psionist, & Minotaur
14 72.54% Fighter Mage, Bard,
15 65.70% Samurai
16 57.81% Paladin, Soul Reaver
17 48.80% Warrior
With a basic Archon's Might spell only your Warrior is safe, and it's nearly a coin flip. Anyone 14 defense or below is at great risk of losing 4 HP.
My advice towards slightly nerfing the sammi is using a -1 modifier on all of his dice rolls. See the charts below for the odds if you used a -1 modifier:
If all Sammi dice rolls get -1 modifiers
12 64% Barb, Wizard, Summoner
13 57.75% Sorceress, rogue, psionist, & Minotaur
14 51% Fighter Mage, Bard,
15 43.75% Samurai
16 36% Paladin, Soul Reaver
17 27.75% Warrior
Sammi Attack imbued with Archon's Might
If all Sammi dice rolls get -1 modifiers
12 78.4 Barb, Wizard, Summoner
13 72.54 Sorceress, rogue, psionist, & Minotaur
14 65.7 Fighter Mage, Bard,
15 57.81 Samurai
16 48.8 Paladin, Soul Reaver
17 38.59 Warrior
Just my two cents.......by all means dont nerf him for my win record's sake though lol
You, my friend, would definitely be interested in checking out the Hero Mages Battle Simulator available here: https://heromages.com/forums/index.php?topic=213.0 (https://heromages.com/forums/index.php?topic=213.0)
Use the v1.5 rules for your analysis.
~Ross
Very cool! Thx for posting
That simulator is awesome Ross. I did not know it existed. Thanks for the link.
You're welcome! The simulator was created in response to fans like you hoping to fine tune the balance of each unit.
Quote from: IveGotACaseOfTheMage on September 10, 2012, 01:53:12 PM MT
That simulator is awesome Ross. I did not know it existed. Thanks for the link.
I remember using it way back, when Ross first posted it I used it often for statistics reasons. Fun thing
Secondly scary thing is? Samurai used to be stronger, and psi's mind control didn't need a roll before either. Made first - second turn Mage kills so easy.
However Sami and psi are easy to dodge if played right. A barb-bard combo can do much more damage, and outrunning a barb is tough.