Great contribution from
wangchengxy ! I cycled the post through auto translation for the raw data but obviously we will still need to work on making the wording better specially the skills description.
Game mechanics and skills description originally posted by wangchengxy, (Auto-Translated):
Attack = (panel attack * defense coefficient * weapon to armor coefficient * terrain work damage reduction panel value * buff effect I * (violent + threat) + buff effect II) * city wall coefficient
Panel Attack = Basic Attack * Formation Coefficient * Morale Bonus * Buff Effect III + Weapon Props + Generals Individual Arms Ability Bonus + Individual Rank Plus + Elementary School Bonus
Defense coefficient = (9 * panel defense * buff effect IV + 1850) / (28 * panel defense * buff effect 4 + 1850)
Buff effect I: Skill: Concealed, shield wall. Arms stunts: arrays, violent, crushing, volley, riding. War equipment: siege hammer, siege tower, rifle, catapult, battleship collision, arrow, flint, stone. Talent: guard. There are multiple buff effect stacks.
Buff Effect II: Skills: Street Fight, Mountain Battle, Jungle War, Plain War, Siege, Counterattack, Intercept, Tunnel, Charge, Raid, Precision, Arrow Rain, Surround, Escort. There are multiple buff effects added.
Buff Effect III: Armament Stunt: Trample. War equipment: warships are connected. Talent: Master of infantry, master of cavalry, master of engineering. Props: The ruling officer's scepter. There are multiple buff effect stacks.
Buff effect IV: Armament stunt: puncture. Talent: Alert. There are multiple buff effect stacks.
Wall coefficient: When there are people in the city, it is 0.5 for people.
The formation coefficient is affected by the military rank (nothing will be regarded as the rank 0) and the blood volume. If the number of formations is double or more, when the blood volume drops by more than half of the single blood volume, the formation coefficient is adjusted to the formation coefficient of the next level. That is, the three series become double-edited, and the double-editing becomes single-edit. If the formation is single-edited and the blood volume drops by more than half, the formation coefficient drops by 0.5 on the basis of the original single-number coefficient, that is, none will become 0.5, and the full rank will become 0.9.
Arms skill effects:
1 array: +15% damage to the enemy when counterattacking.
2 square matrix: The avoidance effect of the location shape increases by 100%.
3 violent: +50% damage to the bowman.
4 Military discipline: The evasive effect of enemy terrain is ignored during the attack.
5 chasing: 60% probability of annihilating enemy units can continue to attack.
6 Shock: Make the enemy defense -40% for 1 round.
7 trampling: make the enemy attack power -20% for 1 round.
8 Rolling: Inflicts +50% damage to the infantry.
9 volley: 25% damage when siege, attacking enemy cavalry and infantry can not counterattack.
10 puncture: enemy defense reduced by 50% when attacking.
11 riding shot: +50% damage to the cavalry.
12 consecutive shots: 10% probability after attack can be attacked again.
13 connected to the ship: the army's attack power after the sea is -50%.
14 connected to the ship: the army's attack power -35%.
15 connected to the ship: the army's attack power is -30%.
16 connected to the side: the army's attack power after the sea -25%
17 connected to the side: the army's attack power after -20%.
18 connected to the ship: the army's attack power is -15%.
19 connected to the side: the army's attack power after the sea is -10%.
20 collision: +50% damage to the Navy.
21 arrows: increased damage to the city defense and the garrison.
22 Fire: There is a 6% probability of attacking the ground, and the damage caused to the city defense and the garrison is increased.
23 throwing stones: increased damage to the city defense and the garrison.
24 Flint: There is a 10% chance that the ground will catch fire when attacking, and the damage caused to the city defense and the garrison will increase.
25 Attack: Increased damage to enemy city defense when attacking the city.
26 Attack: Increase the damage caused to the enemy city defense when attacking the city.
27 Scattering: Increased damage to enemy garrisons when attacking the city.
28 sneak shots: Increased damage to enemy garrisons when attacking the city.
29 弩 arrow: Inflicts +10% damage to enemy units outside the city when attacking, and increases damage to enemy garrisons when attacking the city.
30 fire vector: There is a 6% probability of attacking the block to catch fire. When attacking, it deals damage to enemy units outside the city by +12%. When attacking the city, the damage caused to the enemy increases.
31 throwing stones: When attacking, it will cause damage to enemy units outside the city by +8%, and the damage caused to the city defense and the garrison will increase.
32 Flint: There is an 8% probability of attacking the land when the attack is on fire. When attacking, it will deal damage to enemy units outside the city by +10%, and the damage caused to the city defense and the garrison will increase.
Thanks
wangchengxy,
Nobunaga Oda,
Saltin, for the formula I will also do some translation as well:
Total damage output= (flat damage output×total defence percentage × weapons against armour percentage × any terrain andand construct damage reduction×buff type 1 *(critical +talent: scare?(I will check again) +buff type II) wall defence percentage
Flat damage= basic attack* legions percentage *morale boost add up *buff types III+ eqiupment value + general total point add up for that type of troop + level of troop + senate buff
Defence percentage=9*flat defence *buff type IV +1850) / (28* flat defence*buff type IV +1850)
I will do the rest later as I need to do more research on the wall defence percentage and legions attack damage system.