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Post by conkueror on Jul 19, 2023 18:22:54 GMT
So, I took a closer look to some war gear descriptions and have a few questions about things I've been wondering a long time or haven't previously really paid attention to. 1. There is often something like "ignore x% of wall/rampart dmg reduction". What exactly this means? I used to think you just deal the x% more dmg to the wall, but I don't think that is it. Is there some kind of hidden mechanic how wall reduces your damage? And how does wall hp affect that then? And what about Iron Ballistas 100% ignore? 2. Orban Cannons "fixed dmg", does it just reduce enemy health 5/10% before the dmg calculated from your actual troops? 3. Steyr/helepolis cannon, "reduce rampart regeneration/automatic recovery effect"? So when there are troops in a city, it repairs itself a little (how much it is actually?) every round. And this reduces/stops it. Does it activate after your attack, or you just need to be next to the city with the cannon? And with helepolis cannon you could actually charge to the city on first attack next turn, becouse no regeneration, huh? 4. Support wagon multi-counterattack rate. Seems to only affect attacking ranged units (or modao) but I take it this means legion of three archers might not counterattack with all three? 5. Banner chariots "maintain morale" doesn't seem to work, what exactly is it supposed to do? Sorry if this in long and confusing post, but I am trying to figure this out
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Post by jonblend on Jul 29, 2023 8:28:59 GMT
So, I took a closer look to some war gear descriptions and have a few questions about things I've been wondering a long time or haven't previously really paid attention to. 1. There is often something like "ignore x% of wall/rampart dmg reduction". What exactly this means? I used to think you just deal the x% more dmg to the wall, but I don't think that is it. Is there some kind of hidden mechanic how wall reduces your damage? And how does wall hp affect that then? And what about Iron Ballistas 100% ignore? 2. Orban Cannons "fixed dmg", does it just reduce enemy health 5/10% before the dmg calculated from your actual troops? 3. Steyr/helepolis cannon, "reduce rampart regeneration/automatic recovery effect"? So when there are troops in a city, it repairs itself a little (how much it is actually?) every round. And this reduces/stops it. Does it activate after your attack, or you just need to be next to the city with the cannon? And with helepolis cannon you could actually charge to the city on first attack next turn, becouse no regeneration, huh? 4. Support wagon multi-counterattack rate. Seems to only affect attacking ranged units (or modao) but I take it this means legion of three archers might not counterattack with all three? 5. Banner chariots "maintain morale" doesn't seem to work, what exactly is it supposed to do? Sorry if this in long and confusing post, but I am trying to figure this out 1. It's just like you concluded. Walls (with at least 1 HP) make you deal less damage then you normally would and siege equipment allows you to bypass that effect (to a certain degree). Ignoring rampart reduction means dealing full damage.
2. Yes, same as with dromon.
3. The repair effect depends on multiple factors such as policies, consul skill, unit talent, ... adding up to a certain percentage of city max HP per round. You need to attack the city for the war gear effect to work. You always have a probability to charge if the city HP is not at max.
4. multi-counterattack is a term used for def infantry's counter skill. So, equipping support wagon before attacking with for example charge cav vs def inf lowers the chances of being countered, thus taking less damage. It doesn't work on ranged.
5. supposedly no morale drop due to weather/terrain effects but I never looked into it
(Most of these things I didn't test recently or just passing on what I read elsewhere so they could be outdated or not fully accurate due to bad memory )
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Post by conkueror on Jul 30, 2023 13:53:20 GMT
alright, thanks. That wall recovery thing seems pretty useless tho, if it only works after attack, and that few hp difference in recovery doesn't really do much.
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