dredknightThere is no wrong choice here. It is up to what one favours.
First , the good side of the proposal is that Might hero army will have higher chance of proc in PvP against magic heroes which sounds intuitive but so many other issues arise. Pointed below.
Second, my take is based on the idea that dealing damage is the most important thing in the game. Kill the enemy as swiftly as possible before you suffer casualties.
Proposed approach ties the chance for proc to damage. This makes creature that are already good even better.
Now you have 2 great things in the same type of units - Damage dealers + high proc chance. That is not good as it reduces the usefulness of other units.
Abilities should be available as an alternative method to turn the tide of the battle when the numbers (and damage) are not in your favor.
Third, here are some creatures that will suffer greatly from the change.
- Fortress Tier 2 - they do low damage and their cripple ability chance will be non existent.
- Fortress T3 bear roar does not deal damage
- Fortress T3 paw strike, they are not the best damage dealers too
- Sleeping strike, frightful pressence, blinding attack - it is great in circumstances you are facing much stronger foe, so damage vs total hp will be low.
You named just those reasons why the option with a fixed chance is good (for example, always 40%).
The first way is to give a fixed chance.
The second way is to give a well controlled chance (linearly dependent on damage).
Both methods each have their own advantages.
Nival's approach is an attempt to sit on both chairs, and do it equally badly.
On the one hand, this is not a fixed chance, and small troops have too low chances to proc.
On the other hand, this is a poorly managed chance, because even a significant overclocking of a key parameter (in this case, health) will usually give a meager 1-2% increase in chance.
In addition to having a 10% (or originally 6%) hole in the chance, Nival made the odds calculation awkward. Rejection of the factor simplifies the calculations, but they still remain unclear.
When you have damage, you can immediately see which part of the squad you can kill (and based on this, understand if the chances of proc are good). When you look at health, you need to do calculations with a calculator if you want to know your chances:
1) multiply the health of the creature by the size of the squad
2) repeat the same for the attack target
3) divide one by the other
4) multiply by 5 (or 3)
5) add or subtract from 40 (or 25)
5 actions for simply know what chance you have!
Either way, you're making things that are better than they were in the original. Because 40 + 5 without factors is better than 25 + 3 with factors.