I'm new here so Hello to all!
I've read all fixes mentioned in the patch and this topic has not been mentioned so excuse me if I'm repeating something mentioned elsewhere!
There is a painful problem I've hated in MoM for nearly a decade now and it has to do with magic attack types.
In MoM magic attack obviously does have type modifier which is something I like a lot however it is poorly implemented. I'm speaking mainly of heroes since they are the important subjects, but this may apply to some units if a fix can be created.
I'll try to explain by mentioning several different cases:
1) I consider heroes with arcane attack to be the base. I.e. supposedly no bonuses or penalties. This seems to be the case from my experience.
2) flaming attack seems to be a little better than arcane, also works on fire monsters which it shoud but not in full force.
2) Lightning attack by WARRAX and YRAMRAG both have armor piercing in my experience and this attacks work ok.
3) Zaldron's attack(not sure how to call it maybe sorcery) seems to have better to hit than the fire based and arcane attacks in all cases. If someone has better insight please share.
4) JAER's "air" attack seems to have higher to hit against death creatures and at long range. I'm speculating here but I've seen some great hits from Jaer.
5) Elana/Serens's Life magic attack seems to work ok, though there seem to be some penalties with life creatures which is ok. I think a bonus against death may be in order.
6) Problem 1 Aerie cant kill a Phantom warrior. Illusion staff(AFAIR) had the same effect regardless of the hero's actual type of attack.
7) Problem 2 Ravashack can't kill a Skeleton. Same happens if you add "death" to a staff.
I think that the logic for ranged attacks should be fixed and I'm hoping the brave creators of this patch would be up to the task.
I'm proposing the following logic to be implemented if possible:
Magic attack should be able to do damage from an "arcane" component always. The other types of attacks should act like bonuses.
My suggestion for an algorithm to calculate magic ranged(melee may benefit too) damage is the following:
1) roll all attacks(all modifiers from items too) like death,life,fire,illusion etc.
2) sort them by damage.
3) get 75% from the first and add 25% from the second biggest.
That's a simplistic approach but it's a whole level better than the current one as far as I've seen for 10 years of playing this game.
In the case with Aerie and Ravashack I mentioned above this will lead to 75% damage which is logical.
The other attack types may be reviewed too and fixed if needed.
Thank you for reading and I hope I've explained the problem properly. With the current game if you give a death staff to Malleus he can't kill a skeleton too. That's ridiculous!
P.S. Thank you for developing a patch for MoM!
I love this game!