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Post by Friedrich “Fried Rice” Paulus on Jul 6, 2020 13:35:58 GMT
Are any of the combat skills really that useful? According to the output formula they are +5,6,7 depending on formation, so basically an additional star or a +6 attack item. Sakuroko's set of skills to avoid evasion seem more valuable. Leadership, Evasion Skills, Mass Fire, Assualt Art, Spy, Geography, and Engineering are much better skills than the min/max output skills. The chance to actually hit the newly unlocked max value of formation is actually very low at 5%. As in if your unit has a 3-8 damage range with formation, the chance to actually hit the 8 is much lower. The min damage skill is just as bad as it increases the probability of hitting higher outputs, but the higher min damage has no effect pretty much
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Post by 𝘛𝘳𝘰𝘵𝘴𝘬𝘺 on Jul 7, 2020 8:03:54 GMT
Are any of the combat skills really that useful? According to the output formula they are +5,6,7 depending on formation, so basically an additional star or a +6 attack item. Sakuroko's set of skills to avoid evasion seem more valuable. Leadership, Evasion Skills, Mass Fire, Assualt Art, Spy, Geography, and Engineering are much better skills than the min/max output skills. The chance to actually hit the newly unlocked max value of formation is actually very low at 5%. As in if your unit has a 3-8 damage range with formation, the chance to actually hit the 8 is much lower. The min damage skill is just as bad as it increases the probability of hitting higher outputs, but the higher min damage has no effect pretty much On average, the min/max skills add 2½ - 3½ to the output - this really not this important for a skill. As you say there much better skills than the damage skills, and even a +4 item has a higher effect.
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Post by Friedrich “Fried Rice” Paulus on Jul 7, 2020 23:27:02 GMT
Leadership, Evasion Skills, Mass Fire, Assualt Art, Spy, Geography, and Engineering are much better skills than the min/max output skills. The chance to actually hit the newly unlocked max value of formation is actually very low at 5%. As in if your unit has a 3-8 damage range with formation, the chance to actually hit the 8 is much lower. The min damage skill is just as bad as it increases the probability of hitting higher outputs, but the higher min damage has no effect pretty much On average, the min/max skills add 2½ - 3½ to the output - this really not this important for a skill. As you say there much better skills than the damage skills, and even a +4 item has a higher effect. So basically + 5% additional output. Not terrible, but definitely leaves a lot to be desired. Assualt art is still a fantastic skill though imo. When it triggers, its like a nuke going off. Nothing more satisfying then seeing davout dish out over 100 damage. Btw, does rocket artillery have built in accuracy, because I always assumed it does.
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Post by Darth Vader on Jul 8, 2020 2:31:45 GMT
On average, the min/max skills add 2½ - 3½ to the output - this really not this important for a skill. As you say there much better skills than the damage skills, and even a +4 item has a higher effect. So basically + 5% additional output. Not terrible, but definitely leaves a lot to be desired. Assualt art is still a fantastic skill though imo. When it triggers, its like a nuke going off. Nothing more satisfying then seeing davout dish out over 100 damage. Btw, does rocket artillery have built in accuracy, because I always assumed it does. [br I Believe it's do to fire chances. Fire does damage to any unit so they probably made their shells act similar to fire. They are a great tool against infantry and forts. Just terrible at Calvery.
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Post by Friedrich “Fried Rice” Paulus on Jul 8, 2020 2:57:25 GMT
So basically + 5% additional output. Not terrible, but definitely leaves a lot to be desired. Assualt art is still a fantastic skill though imo. When it triggers, its like a nuke going off. Nothing more satisfying then seeing davout dish out over 100 damage. Btw, does rocket artillery have built in accuracy, because I always assumed it does. [br I Believe it's do to fire chances. Fire does damage to any unit so they probably made their shells act similar to fire. They are a great tool against infantry and forts. Just terrible at Calvery. Very true. But assualt infantry and armored cars are great substitutes in that situation
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Post by Darth Vader on Jul 8, 2020 3:00:26 GMT
[br I Believe it's do to fire chances. Fire does damage to any unit so they probably made their shells act similar to fire. They are a great tool against infantry and forts. Just terrible at Calvery. Very true. But assualt infantry and armored cars are great substitutes in that situation I love Spaming Grenadiers, I use them constantly due their fort busting a damage output. The amored car is also useful, though I don't use them much to do their High Price and they die quickly from Artillery.
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Post by 𝘛𝘳𝘰𝘵𝘴𝘬𝘺 on Jul 8, 2020 3:28:53 GMT
On average, the min/max skills add 2½ - 3½ to the output - this really not this important for a skill. As you say there much better skills than the damage skills, and even a +4 item has a higher effect. So basically + 5% additional output. Not terrible, but definitely leaves a lot to be desired. Assualt art is still a fantastic skill though imo. When it triggers, its like a nuke going off. Nothing more satisfying then seeing davout dish out over 100 damage. Btw, does rocket artillery have built in accuracy, because I always assumed it does. AssultArt has the highest effect on units with a high min-max difference in combination with a max+1 skill even more. The rockets have different restraint factors but roughly +20% compare to cannon for all enemy types - built in accuracy I didn't read until now.
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Post by 𝘛𝘳𝘰𝘵𝘴𝘬𝘺 on Jul 8, 2020 4:03:06 GMT
Very true. But assualt infantry and armored cars are great substitutes in that situation I love Spaming Grenadiers, I use them constantly due their fort busting a damage output. The amored car is also useful, though I don't use them much to do their High Price and they die quickly from Artillery. Single grenadiers are great for spamming, nice price and good output - special against forts. The AC is the nuke of EW4 - In conquests I wait until I can build them (single), before I deploy my cavalry generals. The restraint factor for Infantry +35% and cavalry +45% is even a factor for your stars and items! - just against forts -20% (ships -10%) the AC is horrible. Artillery without general is no fear: after one scratch (AC:125HP) you move and terminate them. Never move infantry or cavalry two hex distant to a non small fort!
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Post by littlecorporal on Jul 8, 2020 6:08:50 GMT
Machine guns are VERY effective against Armored Cars. They still get the 200% attack bonus because the AC are cavalry.
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Post by 𝘛𝘳𝘰𝘵𝘴𝘬𝘺 on Jul 9, 2020 14:11:50 GMT
Machine guns are VERY effective against Armored Cars. They still get the 200% attack bonus because the AC are cavalry. MG against AC is s slaughter! 145% for the MG against cavalry - but be aware: The AC also deals 135% for the counterattack against infantry! (Both can deal > 100HP with a general) All special units (MG, AC, rockets) need an general to be useful. Exept the trader, I don't use infantry generals, Only if a mission has a MG at start, I deploy Sakurako - with 3hex movement, the additional health and the snare, the MG is extraordinary powerful - just don't attack forts, it's depressing.
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