<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=126755.msg6374695#msg6374695">Quote from: Zaer Darkwail on 01-06-2012, 17:32:04</a></div></div><blockquote class="bbc_standard_quote">Well, true for soul production wise swarm of imps/quasit are pretty good. It just means you spread minions across several worlds to convert commoners to CE or LE and are overall succesful in it as you got so many of them.<br/><br/>But overall for future idea is that you place some minions to harvest souls and some you keep for security over your layer. So swarm of imps can blacken the sky but they turn quickly to dust just two pit fiends going at them and laughing when none their attacks go past pit fiends DR.<br/><br/>So better have few top elite CR guys, then dozen middle level guys and lots lower level guys for good 'military and harvest' balance.<br/><br/>What comes to mass combat we can go with average formular; example if average roll is 10 and add in base attack bonus with applicable penalties and bonuses. If that attack hits to foe's AC then good. Then add in average rolled dmg of said attack and check for average attack number (4 attacks per full attack means 2 attacks hit actually). Then you calculate dmg per round with that and reduce any DR factor from defender. If dmg is enough one shot foe; then one foe dies per attack. If not; check how many rounds it takes to kill it.<br/><br/>Now however 5% attacks are critical and they may or may not one shot the mobs depending on HP. My own idea is that if mobs are not one shot with critical (or foes having vorpal weapons) then 5% of foes HP is dropped away each round. Meaning swarm weaker foes can kill balor in 20 rounds. But this assumes even critical hit causes damage to balor, if not, then imps are screwed totally as they cannot anyway nor fashion harm it with physical attacks.<br/><br/>With saves vs spell bombardment; I would take average in there and you roll 5% chance for critical failure, if you roll 5% or under with 1d100 then one spell got through fully.<br/><br/>It's not perfect but I thinked average formula works best in mass combat.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>The 5% breakdown thing doesn't make sense for the level of combat we're engaged in though...if those Imps are fighting a 100 HP monster they can only hit on 20's, they will do 5HP/round automatic damage. If their opponent has 1000HP, on the other hand, suddenly those imps will be doing 50HP/round for no reason other than they have a bigger enemy to fight. What you're looking for is not 5% of enemy's HP per round, but (# of attackers/20)*average damage per round minimum.