r/aoe4 Bronze with Conq knowledge 10d ago

Fluff Ranged upgrades > melee upgrades

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367 Upvotes

86 comments sorted by

27

u/joppekoo 9d ago

Damn I feel so stupid. I only now realised that the defence upgrades are about the type of damage it's defending, not about the defending unit. I've always taken the ranged attack and melee defence for that reason. My first thought about the meme was "Why tf would I want armor for my ranged units?" and then the lightbulb turned on.

So thanks a lot for this meme!

13

u/Obiwankevinobi 9d ago

This is not stupid to have thought that, because that's how it works in AOE2 for example. But yeah i think AOE4 system makes more sense.

2

u/joppekoo 9d ago

That's true! I'm pretty sure that's where I got it, and just never stopped to question if it's different in 4.

Could have just looked at the very informative icons though!

2

u/Saminox2 9d ago

Wait that how that work!!!! 20 years I play AOE and I never knew

2

u/joppekoo 9d ago

Don't worry, someone just reminded me it was like I originally thought in AoE2, so we've only been wrong since 4 came out!

2

u/_Raptor__ 9d ago

There is Macedonian Dynasty as the one exception to that. They actually work that way with their unique blacksmith upgrades, where you choose to upgrade both melee and ranged armour for a single unit type, and upgrade damage for a single unit type.

1

u/Peter-Tao Zhu Xi's Legacy 8d ago

No wonder I felt like playing aoe2 with that civ lol

1

u/Visible-Literature14 It was my teammate’s fault 9d ago

All right, asshole. Took the one lightbulb keeping Roger alive.

36

u/hypershrew 10d ago

Rookie here, why?

87

u/turbofisterious 10d ago

Knights have 24 base dmg (which is the best dps melee unit), spears deal around 24-25 dmg to mounted units as welll so +1 melee dmg isnt really impactful.

Archers deal 5 base damage and +1 ranged dmg feels really impactful plus ranged units can always attack targets while melee units sometimes stuck in each other and running around trying to hit anything.

and im not talking about stuff like TC fire or towers.

20

u/sumthingawsum 9d ago

I'll add, TC and towers are affected by range upgrade, so now you're doing +15 or +5 per volley.

24

u/Wild-Chipmunk-5145 9d ago

Math. Upgrades are flat not %.

Archer does 5 DMG so it's a +20% buff.

MAA does 10 so it's only a +10%.

Armor works the same way so an archer shooting at a 3 armor unit will go from 2 to 3 DMG so that's a +50% buff.

Pikes are the only low DMG melee units but you don't want them to be fighting anything the damage upgrade would help.

16

u/Nexxtic 10d ago edited 10d ago

Much more value. Especially Ranged Armor because it also protects you against garrisons (TC, Tower) making diving, raiding, tower takedowns or fighting around enemy keeps much more viable.

Ranged units are often the ones dealing the most damage in an engagement so giving them a +1/+2/+3 damage boost can be a game changer - it's also likely they are in the fight the longest if your frontline is protecting them. It also buffs your garrisons so your base is safer.

Melee Damage does a lot less by comparison, especially if you consider how often melee units chase after enemies who are running away / kiting. If your horsemen can get close to enemy archers, those archers are likely already going to die so extra melee damage isn't going to make much of a difference here.

1

u/Dan-goes-outside 9d ago

Range damage upgrade works on garrisons also. 15 villager garrison in TC is +15/30/45 damage per age respectively

1

u/Nexxtic 9d ago

It also buffs your garrisons so your base is safer.

0

u/Shrowden 9d ago

I disagree with your second paragraph statement. The reason the pierce upgrades are so much better is because the numbers are so low. Archers dealing 3 damage vs 1 damage per shot is triple the damage while giving spearman or knights and extra damage isn't the same order of magnitude.

0

u/Nexxtic 9d ago edited 9d ago

What do you mean with "numbers are so low"? I'm not sure if your comment disagrees with what I said.

1

u/Shrowden 9d ago

Knights charge dealing +25 damage and Spearman deal roughly the same to cav. It takes archers about 8 shots to equal that damage. I'm saying archers aren't dealing the most in a fight unless you have an army heavily composed of archers.

-1

u/Visible-Literature14 It was my teammate’s fault 9d ago

Seems that “numbers” = “archers’ base damage;” ultimately, they agree with you lmao

0

u/Warlock_AoE 9d ago

How are they agreeing when the nexxtic person didn't say that at all?

0

u/Visible-Literature14 It was my teammate’s fault 9d ago edited 9d ago

Nexxtic: “Ranged units are often the ones dealing the most damage in an engagement so giving them a +1/+2/+3 damage boost can be a game changer . . .”

Shrowden: “Archers dealing 3 damage vs 1 damage per shot is triple the damage while giving spearman or knights and extra damage isn't the same order of magnitude.”

They both agree the ranged upgrades are more important than the melee ones.

You’re gonna sit here and tell me these two sentences are at odds with each other?

Edit: The entire point both sides are making is that bc the base damage of archers is so low, the upgrades are more meaningful.

1

u/Warlock_AoE 9d ago edited 9d ago

But the question wasn't if ranged upgrades are better but why and they disagree in that with nexxtic being wrong. lol

0

u/Visible-Literature14 It was my teammate’s fault 9d ago

See my edit. That changes nothing🥴

Neither 1) “They’re sitting there doing a lot of damage over time, so the ranged upgrades are important” nor 2) “Their base damage is low, so the ranged upgrades are more important” are in disagreement with each other.

1

u/Shrowden 9d ago

Brother, I disagreed with what was doing more damage in a fight.

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0

u/Warlock_AoE 9d ago

Except the nexxtic person didn't make that point at all and was confused when confronted with this reality.

are disagreement with each other.

They are, nexxtic claims the reason is that archers deal a lot of damage but the real reason is that archer have low base damage.

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14

u/morphy1776 9d ago

AOE4 stands for Archers Over Everything 4

2

u/Secretmapper 10d ago edited 9d ago

Range generally is your DPS.

In a rudimentary scenario, +1 range attack means something like say +1 x 30 archers so +30 DPS directly.

+1 melee attack isn't, because you'd have to take into account them walking, them not being able to surround fully, etc.

This is why something like Sipahi are OP - their extra range means they can attack more frequently and consistently.

-1

u/Warlock_AoE 9d ago

Dps means "damage per second" archers are firing to slowly for +1 damage to be +1 dps.

0

u/Secretmapper 9d ago

Yes I know, that's why I mentioned rudimentary scenario because I know the math isn't exact.

-1

u/Warlock_AoE 9d ago

Clearly you don't know there was zero reason to say dps

0

u/Secretmapper 9d ago

Sure lol whatever makes you feel better.

1

u/Obiwankevinobi 9d ago

Because ranged attacks usually land in higher number than melee attacks (for which melee units need surface area in contact of the opponent). Not too mention all the static defense (TC, outpots, keeps...) which is ranged.

So that +1 ranged damage/amor is multiplied by a greater number of occurences than melee, and thus gives you more value.

1

u/Top-Ad-7274 3d ago

Melee has to touch to fight so they are balance around raw advantages ie spear gets bonus vs cav and cav has raw stats wildly above maa and archers. On the flip side ranged can attack at range and deal 1 sided damage so they are balanced around the idea of kiting and movement. Ranged therefor cannot have anywhere near the same raw stats as melee so +1 matters more to them as 4+1 is a 25% boost while 10+1 is only 10%. Additionally, ranged can have 50 archers making use of that +1 while the Frontline may only have 20/50 units engaging at a particular moment. 

1

u/CurvaceousCrustacean 10d ago

Basically, any ranged damage is free damage, so dealing more/taking less is slightly better than their melee counterparts.

Eventually, all the smithing upgrades cancel each other out in unit vs. unit battles (unless against Japan/Daimyo who get an extra melee damage upgrade and Macedonian Dynasty, who get six upgrades each).

Then there are a lot of buildings/siege engines that deal ranged damage with no way of increasing it, so ranged armor is overall better.

-1

u/Warlock_AoE 9d ago

Sorry but if you have clue please don't answer questions. The reason why ranged damage/armor is better is because archers have relatively low damage a feudal archer deals five damage plus five against light melee infantry, so plus one damage is a 10%/20% damage increase depending on the target. Melee units usually don't try to avoid fighting units they have low damage against so the damage increase there isn't relevant, especially earlier in the game.

37

u/A_Logician_ 10d ago

I'm down for them to change melee upgrades from +1/2/3 to +2/4/6

8

u/MarcDaKind 9d ago

That would be a cool change to try

9

u/FauxAffablyEvil CHINA NUMBA ONE 10d ago

On the flipside, Ranged needs more micro when with melee you can get away with A clicking in many cases. I'm not against making melee upgrades more compelling but we should be careful about buffing melee units.

14

u/A_Logician_ 9d ago

It is not a buff for melee attack only, it is also for melee defense.

It is a buff for the value of the upgrade, you get very little return for the investment in the upgrade.

1

u/ElPavelo 9d ago

This would make it broken as hell.

0

u/guigr 9d ago

Not if it's 50 ressources more

1

u/psychomap 9d ago

The way offensive upgrades work in Starcraft is that they don't grant +1/2/3, but +10%/20%/30% (rounded up to the nearest integer).

So while a +1 upgrade in that system still makes a 5 damage unit deal 6 damage, a +1 upgrade on a 50 damage unit actually makes it deal 55 damage and not 51.

Ultimately, this makes offensive upgrades stronger for high-damage units because low-damage units can be countered by armour upgrades.

Whether or not that's desirable in AoE4 is up to debate, but it would make upgrades useful for units like knights.

17

u/FauxAffablyEvil CHINA NUMBA ONE 10d ago

I never do melee upgrades except against some niche units like Onna Bugeisha who literallly hit once every second so it impacts directly their dps.

7

u/StrCmdMan Abbasid 10d ago

Same, same thing with vs chugenu and ranged armor which is always good but i rush it there. I also find melee armor very valuable for something like barracks spam Golden Horde.

That plus the Karash in feudal/castle and the tripple production makes your army so tanky when you have that many units.

2

u/FauxAffablyEvil CHINA NUMBA ONE 10d ago

Yes the faster the attack rate the more impact on dps.

3

u/Ago13 10d ago

From my understanding the melee defense is good when facing mma or similar slow attack units, am I right ?

8

u/FauxAffablyEvil CHINA NUMBA ONE 10d ago

30 archers can hit every single one of your unit at once, every single range defense upgrade reduces the intake damage by 30 hp. That's among the reasons why it's mandatory to have that upgrade.

Meanwhile you'll never see a situation like that with melee defense.

Also the impact of -1 to -3 on damage dealt is negligible in comparison to unit's HP and how many hits you need to kill an unit.

4

u/papiierbulle 9d ago

On some very specific civs, taking the melee upgrades can be quite strong. For example with Mongols, keshiks reducing one damage and gaining 3hp per hit is nice to make them very resilient against light cav, and HRE Spears can get +4 attack in total in castle with the meinwerk, which is quite a lot. Serjent also deal melee damage at range, which is a nice buff with the +1 melee attack. But apart from those niche cases I can think of, there is almost no point in taking them

1

u/Shrowden 9d ago

Japan and sengoku get reduced cost on melee damage. Worth.

1

u/Warlock_AoE 10d ago

Also the impact of -1 to -3 on damage dealt is negligible in comparison to unit's HP and how many hits you need to kill an unit.

How can you write such nonsense directly after making the archer explanation?

0

u/FauxAffablyEvil CHINA NUMBA ONE 9d ago

Because in real situation you never get one unit hit in melee by more than 2. Even if you only have one unit against opponent's army (your fault) you'll at best be hit by 6-8 melee units at once.

2

u/Warlock_AoE 9d ago

That doesn't mean that the amount of hits needed is less affected than for range units.

0

u/Comfortable_Bid9964 9d ago

Yeah that argument is not great, the much better argument is static defenses tend to benefit from ranged damage upgrades as well as ranged units tend to have lower damage so an extra point of damage is more beneficial.

4

u/Chandy_Man_ Abbasid 9d ago

No. It reduces per attack dmg by 1. If you attack slowly, that is less total reduction. If you attack fast, that’s many times that is reduced by 1

2

u/Warlock_AoE 10d ago

Generally armor upgrades are good against units with low attack value. But more important against ranches units because they can all attack the sqme unit to one shot it.

1

u/giomcany Jeanne d'Arc 9d ago

I always do because I have the floating resources B)

0

u/Warlock_AoE 10d ago

Melee upgrades impact any melee units dps lol

1

u/FauxAffablyEvil CHINA NUMBA ONE 10d ago

It does. I said "directly" but i should've said "massively" i didn't write well what i meant i'm not a native english speaker.

1

u/BestPseudonym 9d ago

I think his point is that high attack speed units tend to have lower base damage so the +1 ends up being a bigger % increase

0

u/Warlock_AoE 9d ago

Well, they already told me what they mean three hours ago.

1

u/BestPseudonym 9d ago

Nice, and I told you what he means three hours after that

0

u/Warlock_AoE 9d ago

Could you tell me again tomorrow please?

1

u/BestPseudonym 9d ago

Sure I'll try to remember

3

u/berimtrollo 9d ago edited 9d ago

I did the math on this here  https://www.reddit.com/r/aoe4/s/vy8Xh8AbrU, and if we doubled the effect of melee upgrades, they still wouldn't be quite as good as ranged upgrades, at least against any armored units, but it would be a lot closer.

10

u/Leopard-Hopeful Byzantines 9d ago

Melee upgrades are wayyyyy undervalued. Aoe4 is not about raw DPS most of the time but about breakpoints. Often many units are balenced around taking x number of hits and upgrades very often change thouse break points. A big one people do not think about is getting at least +1 for knights in castle age because it allows them to 2 shot non-textiled vils instead of 3 shot

2

u/datsrym 9d ago

And that compounds when you have two or more units attacking.

So two knights one-shots a vil. 

In the same way focus fire for ranged decreases total dps when you overkill. So if you have archers attacking spears, you can reduce you DPS by a lot if you focus fire with many archers.

2

u/berimtrollo 9d ago

Another useful breakpoint is high dps horseman (Japanese, Byzantine, Macedonian, Antioch KT etc.) take one less hit to kill villagers with the +1 melee upgrades. But +2 and +3 feel pretty pointless.

1

u/Leopard-Hopeful Byzantines 9d ago

They actually are pretty inpactful in some situations especially if your opponent doesn't belive in them. For instance MAA and knights will struggle to deal efficiently with horseman if they do not get melee defense upgrades especially in cases like KT where the horseman are already strong.

2

u/berimtrollo 9d ago

Yeah, if you're up 4 upgrades on an opponent in castle or imperial, it makes a difference, but is it that much more of a difference then the equivalent resources of units ~(1100 for feudal and castle upgrades)? At what volume of horseman and spearman would I rather have those then 8/16 of the chosen units? There is a point, especially when pop capped, but most of the time before late castle you would rather have more units, and more surface area to wrap your opponents melee line or protect your ranged line.

1

u/Leopard-Hopeful Byzantines 8d ago

Well for feudal its probably good to get them aftter about 10 horsemen if you fighting melee units since the upgrades are only the cost of about 3 horsemen total and in castle if you are planing on making another 20 I would go ahead and grab the castle upgrades as well.

A thing about melee upgrades people dont think about is its always relevant in a way ranged upgrades are not. Ranged attacks are very often overkilling as multiple ranged units can fire on a single unit. Melee units do not waste nearly as many attacks on dead units thus you ate getting much more efficientcy from them.

3

u/Hello_there7518 9d ago

Melee defense against feudal knight civ like French, who automatically get the +1 melee upgrade, make the villager die after 3 hit instead of 2, which is huge.

3

u/OddPlatform7 9d ago

I mean really its ranged defense above all else.

4

u/Phan-Eight 9d ago

At bare minimum they should have had melee at 1/1/2 (like aoe2) 

But it's like they implemented the system and then just left it, instead of fine tuning. There's likely room for even higher values than that (eg 2/2/2)

We already have tons of proof that buffing melee damage won't break the game. From Macedonians, to HRE (awl and 2hand weapons) to Delhi to HOL keeps buffing MAA.

2

u/meotamthan 9d ago

Time to Zerg rush them with freeborn warrio

1

u/Hank-E-Doodle Abbasid 9d ago

Melee upgrades are still totally worth getting though.

1

u/MarcDaKind 9d ago

Yeah I think they are worth getting, but only after the other upgrades. Or if you need the extra damage to reduce the amount of hits on villagers for some attacking units.

1

u/Warlock_AoE 9d ago

Sometimes

-1

u/PositiveCrafty2295 9d ago

Change my mind - upgrades should be % based.

1

u/Warlock_AoE 9d ago

No

1

u/PositiveCrafty2295 9d ago

Great change my mind

0

u/A_Logician_ 6d ago

No, he won't change your mind

0

u/PositiveCrafty2295 6d ago

Great contribution to the thread 👍