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Post by thefamemonster on May 7, 2022 14:59:02 GMT
How would you rate general skills in scale of 1-4? [lowest = 1, highest = 4] [4 is highest because a general can only have 4 skills] This thread is open to everyone's opinions. This thread can be a reference for choosing a great general.
---------------------------------------------------------------------------------------------------------- INFANTRY Bugle (infantry damage will not decrease if enemy is in terrain or city) Formation (+1 infantry max damage) Mass Fire (infantry health will not affect its own damage)
CAVALRY Strike (cavalry damage will not decrease if enemy is in terrain or city) Surprise (+1 cavalry max damage)
ARTILLERY Accurate (artillery damage will not decrease if enemy is in terrain or city) Explosive (+1 artillery max damage) Engineering (+2 artillery movement)
NAVY Steersman (-10% enemy navy damage decrease) Navigation (+1 navy movement)
UNIVERSALLY Geography (terrain will not affect movement) Leadership (morale will not decrease lower than normal) Spy (+50% damage against enemy fort) Fireproof
CITY Siege Master (any damage will not decrease if enemy is in city) Assault Art (10% chance max damage) Defense Art (10% chance enemy damage decrease to 1)
Reference: Skills (made by Trotsky, 2020) european-war-4.boards.net/thread/13343/reference-skills#reference
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Post by thefamemonster on May 7, 2022 15:12:17 GMT
My own rating: [This could change overtime because of my realization and also based on other's rating]
INFANTRY Bugle = 4 [It was 3 before but I realized it is as important as Mass Fire and also based on other's rating] Formation = 2 Mass Fire = 4
CAVALRY Strike = 4 [Same reason as Bugle] Surprise = 2
ARTILLERY Accurate = 4 [Same reason as Bugle] Explosive = 2 Engineering = 2 [It was 3 before and same reason as Geography]
NAVY Steersman = 3 [It was 2 before but I realized navy deals huge damage to each other and also based on other's rating] Navigation = 3 [It was 2 before but I realized 5 star movement does not affect navy movement]
UNIVERSALLY Geography = 2 [It was 4 before but I realized I can swap items and also based on other's rating] Leadership = 4 Spy = 4 [It was 3 before but I realized it is useful in conquest to lessen number of rounds] Fireproof = 1 [It was 2 before but I realized it is replaceable]
CITY Siege Master = 2 Assault Art = 1 [It was 3 before but I realized it is highly inconsistent] Defense Art = 1 [It was 2 before but I realized it is highly inconsistent]
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Post by ππ²πΌπͺπ΄πͺ on May 7, 2022 15:22:43 GMT
Bugle = 2 Formation = 2 Mass Fire = 4 Strike = 2 Surprise = 3 Accurate = 3 Explosive = 3.5 Engineering = 2 Steersman = 1.5 Navigation = 2 thefamemonster , regardless of the land General mobility stars and propeller item, the movement in sea is always going to be two hexes. Geography = 4 Fireproof = 1.5 Leadership = 4 Spy = 4 Siege Master = 2.5 Assault Art = 4 Defense Art = 2
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Post by thefamemonster on May 7, 2022 15:34:17 GMT
I also wanted to rate Spy as 4 but I noticed whenever I am in campaign, I just ignore it. However in conquest, it is useful (since forts must be destroyed to consider a country as conquered). Thank You for an interesting rating!
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Post by ππ³π°π΅π΄π¬πΊ on May 7, 2022 23:05:20 GMT
My rating for headquarter commander:
Bugle 3 Formation 2 Mass Fire 3
Cavalry: Strike 4 Surprise 2
Artillery: Accurate 4 Explosive 2 Engineering 3
Navy: Steersman 2 Navigation 3
Not-Navy: Sailor 2.5
Universally: Geography 2 Fireproof 1 Leadership 3 Spy 3
City: Siege Master 2.5 Assault Art 2 Defense Art 1
PS: Land units on Troopships are still Inf/Cav/Art unit, so Navy-skills or Navy-items have no effect. Troopships have 2 water-movement and reduce the output by 25%. Coastal Fortress have no bonus against troopships - with Sailor/Carrier there is no difference if you attack then from sea or land.
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Post by thefamemonster on May 8, 2022 11:53:25 GMT
Thank You for an interesting rating! Do you know the percentage of Assault Art and Defense Art to occur? I sense that it triggers like 5 rounds in between (not always).
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Post by ππ³π°π΅π΄π¬πΊ on May 8, 2022 17:50:32 GMT
Thank You for an interesting rating! Do you know the percentage of Assault Art and Defense Art to occur? I sense that it triggers like 5 rounds in between (not always).Β There is no reliable information. Old posts said 10% (or even 20% ?) - I think this is irrealistic. On a long recorded grind with Lan (>300 atk) I arrived at 2-3%. Probable there even different factors influencing the probability - like time: I have the impression a long not used commander (Victoria) has a higher probability to tigger AA.
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Post by thefamemonster on May 9, 2022 9:56:39 GMT
This would make Siege Master to be conveniently better than Assault Art in conquest. Those heals and evasion percentage in city are annoying, especially whenever I make a mistake in killing an enemy unit in city but no other available units to conquer it. In next turn, they will deploy a unit in that city where I have to fight them again.
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Post by ks on May 9, 2022 19:10:39 GMT
Navy: Steersman 2 Navigation 3 Not-Navy: Sailor 2.5 Why do you prefer navigation over steersman?
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Post by Erich von Manstein on May 10, 2022 2:34:52 GMT
Bugle/Strike/Accurate: 4 Formation/Surprise/Explosives: 2 Mass Fire: 3 Engineering: 3 Siege Master: 3 for infantry, 2.5 for cavalry/artillery Spy: 3 Geography: 2.5 Steersman: 3 Navigation: 2 Leadership: 4 for infantry/artillery, 2 for cavalry/navy Assault Art: 2.5 Defense Art: 2 Fireproof: 2.5 for navy
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Post by ππ³π°π΅π΄π¬πΊ on May 10, 2022 20:14:57 GMT
Navy: Steersman 2 Navigation 3 Why do you prefer navigation over steersman? You are right ks. It was the usability for ingame admirals why I overrated Navigation.
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Post by thefamemonster on May 11, 2022 12:27:39 GMT
Thank You for an interesting rating! Do you know the percentage of Assault Art and Defense Art to occur? I sense that it triggers like 5 rounds in between (not always). There is no reliable information. Old posts said 10% (or even 20% ?) - I think this is irrealistic. On a long recorded grind with Lan (>300 atk) I arrived at 2-3%. Probable there even different factors influencing the probability - like time: I have the impression a long not used commander (Victoria) has a higher probability to tigger AA. I did a test on Lannes in Siege of Toulon. What I did is attack the enemy in Spain and then restart 50 times. I got it triggered in Round 3, 15, 19, 24, 30. It did not triggered from 31 to 50. It could mean it is only triggered in early rounds (Round 1-15) and middle rounds (Round 16-30).
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Post by littlecorporal on May 15, 2022 4:21:42 GMT
There is no reliable information. Old posts said 10% (or even 20% ?) - I think this is irrealistic. On a long recorded grind with Lan (>300 atk) I arrived at 2-3%. Probable there even different factors influencing the probability - like time: I have the impression a long not used commander (Victoria) has a higher probability to tigger AA. I did a test on Lannes in Siege of Toulon. What I did is attack the enemy in Spain and then restart 50 times. I got 3, 15, 19, 24, 30. It did not triggered from 31 to 50. It could mean the more you use the general, the less it triggers.Β Definitely. AA and DA definitely seem to trigger at advantageous times.
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Post by thefamemonster on May 15, 2022 12:00:58 GMT
Why do you prefer navigation over steersman? You are right ks . It was the usability for ingame admirals why I overrated Navigation. I have a question. How many health can a unit get in level 7 city?
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Post by ππ³π°π΅π΄π¬πΊ on May 15, 2022 13:56:06 GMT
You are right ks . It was the usability for ingame admirals why I overrated Navigation. I have a question. How many health can a unit get in level 7 city? Right, this is a reference still missing. I will add a reference later, but this are the healing (supply) rates thefamemonster: Healing (hp/round) in cities,ports,factories and stable: Lvl 1 = 1 hp Lvl 2 = 2 hp Lvl 3 = 4 hp Lvl 4 = 6 hp Lvl 5 = 8 hp Lvl 6 = 10 hp Lvl 7 = 12 hp (capital)
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