Skill Analysis - Infantry
Jan 3, 2022 11:55:13 GMT
Kliment Jefremovitš Vorošilov and Theron of Acragas like this
Post by pug on Jan 3, 2022 11:55:13 GMT
Infantry skills
EDIT: added the defensive aspect of roar boths at the top and in the analysis
I will always assume a level 4 skill.
I group skills in different classes, cause it makes it later easier for me in evaluation
- Killing Skill (increasing damage you deal)
-- "always" with a certain chance
-- in special situations
- Survival Skill (reducing damage you receive)
-- while attacking
-- while defending
- others
Infantry Commander
Increases damage in 20% of all cases. Let's simplyfy and assume we can only hit twice. That would mean we double our damage in 20% of all cases.
Effective damage increase: 20%
Skill group: Killing Skill / "always" with a certain chance
Pro: 20% effective damage increase, can hit different units
Contra: each time you also receive damage
Roar
Increases damage in 20% of all cases if damage is high. Let's simplify and assume we have a Laurel Crown. That would mean we increase damage by 50% in 20% of all cases.
Effective damage increase: 10%
Skill group: Killing Skill / "always" with a certain chance
Pro: 10% effective damage increase, you have a higher chance of a killing blow, also works when being attacked
Contra: you will need a moral item
Shield Wall
Reduces damage received by 50% in 24% in defending situations
Skill group: Survival Skill / while defending
Pro: when you are "surrounded" by enemies
Contra: "just" 50% reduction
Ambush
Reduces damage received by 100% in 25% in attacking situations
Skill group: Survival Skill / while attacking
Pro: 100% reduction
Contra: only once per round (except you have infantry commander=
Let's compare a few common units for the next skill analysis
2 stack Legionary --> 58 to 77 damage --> average 67,5 damage
4 stack Legionary --> 72 to 94 damage --> average 83 damage
2 stack Swordsmen --> 44 to 62 damage --> average 53 damage
3 stack Swordsmen --> 48 to 67 damage --> average 57,5 damage
Tunnel
Increases damage against city defenders by 20 flat.
Depending on unit type 20% to 35% damage increase
Pro: damage increase higher than Roar and Infantry Commander
Contra: limited to attacking cities
Intercept
Increases damage against archers by 20 flat
Depending on unit type 20% to 35% damage increase
Effective damage increase (assuming 25% of all enemy units are archers): 5 to 10%
Formation
80% Chance of ignoring fortifications (they reduce damage by 10%)
Effective damage increase (if you encounter a fortification) 8%
Pro: 8% in special situations
Contra: seldom useful
Skill comparison
Ambush vs. Shield wall
Very similar. Ambush is probably slightly better in conquests and campaigns, as you try to avoid defending situations. You can place your genereal where you want. Shield Wall is better in decisive battles, as the AI moves them often into the middle of the enemies.
Infantry Commander vs. Roar
Infantry Commander is double as effective to Roar and needs no item to be reliable, and I just assumed a chance of a second attack. Clearly better than Roar in conquests and campaigns. In decisive battle things are the other way round. It's sometimes important not to receive not too much damage so your generals reach the next stage. And Roar can strike back any time when being attacked. Conclusion: with a moral item like Laurel Crown Roar is better in decisive battles. Without Infantry Commander is still better
Tunnel:
More important to a city killer than Roar and probably Infantry Commander. Otherwise useless.
Intercept
#4 in damage increasing skills for infantry
Formation
ignore this skill
EDIT: added the defensive aspect of roar boths at the top and in the analysis
I will always assume a level 4 skill.
I group skills in different classes, cause it makes it later easier for me in evaluation
- Killing Skill (increasing damage you deal)
-- "always" with a certain chance
-- in special situations
- Survival Skill (reducing damage you receive)
-- while attacking
-- while defending
- others
Infantry Commander
Increases damage in 20% of all cases. Let's simplyfy and assume we can only hit twice. That would mean we double our damage in 20% of all cases.
Effective damage increase: 20%
Skill group: Killing Skill / "always" with a certain chance
Pro: 20% effective damage increase, can hit different units
Contra: each time you also receive damage
Roar
Increases damage in 20% of all cases if damage is high. Let's simplify and assume we have a Laurel Crown. That would mean we increase damage by 50% in 20% of all cases.
Effective damage increase: 10%
Skill group: Killing Skill / "always" with a certain chance
Pro: 10% effective damage increase, you have a higher chance of a killing blow, also works when being attacked
Contra: you will need a moral item
Shield Wall
Reduces damage received by 50% in 24% in defending situations
Skill group: Survival Skill / while defending
Pro: when you are "surrounded" by enemies
Contra: "just" 50% reduction
Ambush
Reduces damage received by 100% in 25% in attacking situations
Skill group: Survival Skill / while attacking
Pro: 100% reduction
Contra: only once per round (except you have infantry commander=
Let's compare a few common units for the next skill analysis
2 stack Legionary --> 58 to 77 damage --> average 67,5 damage
4 stack Legionary --> 72 to 94 damage --> average 83 damage
2 stack Swordsmen --> 44 to 62 damage --> average 53 damage
3 stack Swordsmen --> 48 to 67 damage --> average 57,5 damage
Tunnel
Increases damage against city defenders by 20 flat.
Depending on unit type 20% to 35% damage increase
Pro: damage increase higher than Roar and Infantry Commander
Contra: limited to attacking cities
Intercept
Increases damage against archers by 20 flat
Depending on unit type 20% to 35% damage increase
Effective damage increase (assuming 25% of all enemy units are archers): 5 to 10%
Formation
80% Chance of ignoring fortifications (they reduce damage by 10%)
Effective damage increase (if you encounter a fortification) 8%
Pro: 8% in special situations
Contra: seldom useful
Skill comparison
Ambush vs. Shield wall
Very similar. Ambush is probably slightly better in conquests and campaigns, as you try to avoid defending situations. You can place your genereal where you want. Shield Wall is better in decisive battles, as the AI moves them often into the middle of the enemies.
Infantry Commander vs. Roar
Infantry Commander is double as effective to Roar and needs no item to be reliable, and I just assumed a chance of a second attack. Clearly better than Roar in conquests and campaigns. In decisive battle things are the other way round. It's sometimes important not to receive not too much damage so your generals reach the next stage. And Roar can strike back any time when being attacked. Conclusion: with a moral item like Laurel Crown Roar is better in decisive battles. Without Infantry Commander is still better
Tunnel:
More important to a city killer than Roar and probably Infantry Commander. Otherwise useless.
Intercept
#4 in damage increasing skills for infantry
Formation
ignore this skill