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Post by Erich von Manstein on Jan 16, 2016 17:57:15 GMT
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Post by Napoleon Bonaparte on Jan 16, 2016 18:12:31 GMT
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Post by Erich von Manstein on Jan 16, 2016 18:39:52 GMT
Output formula:
Output=(base output*unit health coefficient+unit morale*unit formation coefficient*unit health coefficient-defender morale*defender formation coefficient*defender health coefficient+general stars for corresponding ability*5*general health coefficient+extra attack from items-extra defense from items-2*defender level)*unit restraint coefficient*(1-evasion percentage)*extra/evaded damage from skills.
Two principias: 1. When the result is below 1, it counts as 1. 2. Easytech only truncate. They don't round.
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Post by Erich von Manstein on Jan 16, 2016 18:52:51 GMT
Formation coefficient: Single=5. Double=6. Triple=7.
Base Output: You can check the formation and maximum/minimum attack, this is the base damage of the unit. If the minimum=a, maximum=b. Then the theroretical minimum output is 0, theroretical maximum output is b*formation coefficient. The panel output is: pick an integer ramdomly from the theroretical maximum and minimum, pick twice, add them together and divide them by 2, if it has a decimal point, wipe out the numbers behind it. Then we can get a range of 0-b*formation coefficient, the theroretical output will mostly at the middle, and rarely at the two sides. Add this value to the general stars*5(0 if no general), compare this value with the minimum a, the larger one will join the remaining calculation. For example, a single formation US militia, no rise or fall of morale, at a place with no evasion, attacking an enemy unit with no level, no rise or fall of morale, his range of output will be between 2-35. If this militia has Kahia with 5 stars infantry, no weapons, attacking the same target, 25>2, so it takes the place from 2 of joining the calculation, the output range will become 25-60.
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Post by Erich von Manstein on Jan 16, 2016 18:57:25 GMT
There are skills to add the minimum/mximum attack. Maximum skill is to add 1 to the corresponding panel maximum, minimum skill is to add 1 to the corresponding panel minimum. We can see that the maximum skill can raise the output effectively, but minimum only raises the minimum of the unit. If the general does have even 1 star for this unit, the minimum will cause nothing to this general.
Note: Franquemont and Fontanelli have Mobility and only 1 star cavalry, so they could trigger Mobility when commanding Prussian or Austrian Heavy Cavalry.
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Post by Erich von Manstein on Jan 16, 2016 19:02:26 GMT
General stars: open the general panel, and check the stars for the corresponding unit. You can regroup the trainers of the corresponding unit to raise the stars, 5 stars will be the maximum.
Enemy unit level: see the right top, the level is equal to the amount of chevrons, a star equals to 5 chevrons.
Morale: rising=1, normal=0, dropping=-1, dropping twice/confusion=-2. Enemy morale rising will be seen as a 0 also.
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Post by Erich von Manstein on Jan 16, 2016 19:06:37 GMT
Unit health coefficient:
Single formation: 50-100%=5/5 30-50%=4/5 15-30%=3/5 5-15%=2/5 0-5%=1/5
Double formation:
65-100%=6/6 50-65%=5/6 30-50%=4/6 15-30%=3/6 5-15%=2/6 0-5%=1/6
Triple formation:
80-100%=7/7 65-80%=6/7 50-65%=5/7 30-50%=4/7 15-30%=3/7 5-15%=2/7 0-5%=1/7
General health coefficient: 50-100%=5/5 30-50%=4/5 15-30%=3/5 5-15%=2/5 0-5%=1/5
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Post by Erich von Manstein on Jan 16, 2016 19:26:45 GMT
Unit restraint coefficient: Differ by weapons, including gun, guns, mgun, cold, cannon and rocket.
Gun: including Militia, Line Infantry, Light Infantry, Small Fortress. 1.00 against infantry, 1.00 against cavalry, 1.00 against artillery, 0.80 against fort, 0.90 against ship.
Guns: including Grenadier, Guards, Guards Cavalry. 1.00 against infantry, 1.00 against cavalry, 1.00 against artillery, 1.20 against fort, 1.25 against ship.
Mgun: including Machine Gun, Armored Car. 1.35 against infantry, 1.45 against cavalry, 1.00 against artillery, 0.80 against fort, 0.90 against ship.
Cold: including Light Cavalry, Heavy Cavalry. 1.00 against infantry, 1.00 against cavalry, 1.00 against artillery, 0.80 against fort, 0.90 against ship.
Rocket: including Rocket. 1.10 against infantry, 1.20 against cavalry, 1.00 against artillery, 1.50 against fort, 1.50 against ship.
Cannon: incluing Light Artillery, Heavy Artillery, Siege Artillery, Privateer, Frigate, Battleship, Ironclad, Fortress, Large Fortress, Coastal Fort. 0.95 against infantry, 0.85 against cavalry, 0.95 against artillery, 1.20 against fort, 1.25 against ship. Two specials, all multiplicative: Siege Artillery has 1.80 extra bonus against forts, and 1.40 extra bonus against units in buildings based on the cannon bonus. Coastal Fort has 2.00 extra bonus against ships based on the cannon bonus and 0.50 extra bonus against non-fort units on land based on the cannon bonus.
General Skill Extra: Only Spy(1.5), if you don't have it, count as 1.
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Post by NetherFreek on Jan 16, 2016 19:50:27 GMT
So if i understand this thing correctly. You can calculate the damage you deal to other troops/forts?
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Post by Erich von Manstein on Jan 16, 2016 19:57:37 GMT
So if i understand this thing correctly. You can calculate the damage you deal to other troops/forts? Yes.
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Post by Erich von Manstein on Jan 16, 2016 20:28:48 GMT
Evasion: There are 4 kinds of evasion: terrian evasion, fortification evasion, building evasion and hidden evasion. If you tap on any block in the map, it will show "-x%" for certain unit on the top left of the screen, it means that if you are attacked by this kind of unit, the output of this unit will be evaded by percentage. For example "cavalry -20%", it means that if a cavalry unit is attacking you here, the unit attack you will only have the output of 80%. Building evasion will show "All -x%", it means all units attacking a target in this building"city, factory, etc. If a block has both terrian and fortification evasion, pick the higher one. Buildings only have uilding evasion, no terrian evasion.. Some fields have terrian evasion, but it is covered by the value of field. In some conquest or campaign maps, the is an evasion covering all placed, to all units, selected percentage. When a block has other evasion already, the hidden evasion could add to that. The hidden evasion is different in different maps for different countries, mostly between 0-5%. Hidden evasion occurs in many maps. AS far as we know, the known maps without hidden evasion are all campaign in Imperial Eagle, Coalition, and Holy Roman Empire before Reconstruction of Empire, the amount of evasion can be changed in .btl file. To against these evasions, the game provides Bugle, Strike, Accurate, Siege Master and Sailor to deprive them.
Bugle/Strike/Accurate: deprives all evasions on land. Siege Master: deprives evasions in buildings, you can see it as Bugle/Strike/Accurate lite version, does NOT deprive hidden evasion. Sailor: the output evades 20% when army units are in the ocean, the evasion will be deprived if you have sailor, does NOT deprive hidden evasion.
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Post by Erich von Manstein on Jan 16, 2016 20:35:00 GMT
1. Banner: Able to equip flag, will give extra bonus (depends on which flag it is) to allied units around, but not to general himself.
2. Geography: Movement will not affected by terrain(3 movement = 1 hex), infantry unit originally has geography.
3. Fireproof: Like pumper, the hex that general stays will not be on fire, if general gets into a hex on fire, the fire will be put out next turn.
4. Leadership: The morale will not drop due to surrounding/cavalry charge/food shortage, but if this happens when the morale is increasing, it will drop to normal.
5. Accurate/Strike/Bugle: General deprives the evasion from terrain/buildings/fortification by infantry when on artillery/cavalry/infantry.
6. Explosive/Surprise/Formation: The maximum attack +1 when on artillery/cavalry/infantry.
7. Ballistics/Mobility/Infantry Tactic: The minimum attack +1 when on artillery/cavalry/infantry.
8. Mass Fire: Like snare drum, deprives the affect by dropping health on infantry.
9. Nobleman: Increase the experience of the rank of nobility(less than 25%).
10. War Expert: Increase the experience of military rank.
11. War Master: Increase the experience of military rank by 80%.
12. Spy: Deals 50% extra damage to fortress units.
13. Steersman: When on navy unit, the damage received -10%.
14. Navigation: Movement of navy +1.
15. Sailor: Like armored carrier, deprives the evasion of 20% when army unit marches into ocean.
16. Logistics: Unit commands does not need supply, the unit will not be confused due to food shortage.
17. Economic Expert/Master: Gets 40%/80% more resource in the city/field general stays every turn.
18. Trench/Fence/Bunker/Carrier: Money required to build trench/fence/bunker/carrier -50%.
19. Siege Master: When attacking unit in buildings, deprive the evasion, but cannot deprive hidden evasion.
20. Architecture: Resource required for the building/field general stays -40%.
21. Assault Tactic: 20% to deal a maximum damage in your turn.
22. Defense tactic: 10% to decrease the damage received to 1 in enemy's turn.
23. Infantry/Cavalry/Artillery/Navy/Fortress/Business/Marching Training: Add 1 star to the general regroups him.
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Post by Dobeln on Jan 18, 2016 19:30:19 GMT
So does the skull mass fire negate the health coefficient when a general with "mass fire" is put on infantry?
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Post by Mountbatten on Jan 18, 2016 19:35:47 GMT
So does the skull mass fire negate the health coefficient when a general with "mass fire" is put on infantry? Yes. If a general has Mass Fire then if you put him on INFANTRY his health will not factor into his damage. The Snare Drum item is Mass Fire but works on ALL types of units.
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Post by Dobeln on Jan 18, 2016 20:00:22 GMT
Mountbatten Ok thank you, so I believe this makes this item amazing for units that need to take damage to give it (Cavalry, and Infantry)
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