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Forum : Question Corner
AuthorTopic : Attack / Defence bonuses
Hambone
Joined 27/12/2008
Posts : 329

Posted : Monday, 7 May 2012 - 00:47

It's been a while and am trying to remember the rules (game mechanics).
As I understand it, here are all the things that affect attack and defence:

Attack
- - - - -
Basic Weapons 1 tech: +5
Basic Weapons 2 tech: +5
Advanced Weapons 1 tech: +5 (manual incorrectly states +10)
Advanced Weapons 2 tech: +5
Expert Weapons tech: +5
Commander within 3 hexes: +1 per 1 pop of Commander
In Barracks or Tower: +10
In bloody remains: -10
In rubble: -10
Unit above level 1: +(level-1)

Defence
- - - - -
Basic Armor 1 tech: +5
Basic Armor 2 tech: +5
Advanced Armor 1 tech: +5
Advanced Armor 2 tech: +5
Expert Armor tech: +5
Protector within 3 hexes: +1 per 1 pop of Protector
In barracks or tower: +10
In rubble: -10
Unit above level 1: +(level-1)

Have I got these all right? Are there any more modifiers I have forgotten?

Damage done for different troop types in melee:
Att. / Def: Rock . Paper Scissor. Melee. Missile. Seige
Rock. . .. 100% . . 70% . 140% . 100% . 200% . . . ?%
Paper. . . 140% . 100% . . 70% . 100% . 200% . . . ?%
Scissor. . . 70% . 140% . 100% . 100% . 200% . . . ?%
Melee. . . 100% . 100% . 100% . 100% . 200% . . . ?%
Missile . . . 50% . . 50% . . 50% . . 50% . 100% . . . ?%
Seige . . . . 10% . . 10% . . 10% . . 10% . . 10% . 100%

By "Melee" I mean, commanders, protectors etc. (I.e. melee units with no Rock/Scissors/Paper speciality)

Last Edited : Tuesday, 8 May 2012 - 18:04

TaurusRex
Joined 14/06/2002
Posts : 9462

Posted : Monday, 7 May 2012 - 04:20

It's difficult even for an experienced player to answer your question, but there are special abilities of units like:
knights get a no loss attack bonus,
macemen continue to defend at full strength,
squires have a special defence against ranged attacks,
while catapults only damage buildings and take damage from ballista.

Then there's the bonus units have against other units like:
rock breaks scissors,
while scissors cut paper
and paper wraps rock.

rex

Hambone
Joined 27/12/2008
Posts : 329

Posted : Monday, 7 May 2012 - 05:45

I know that, I'm talking things that specifically affect the attack or defence numbers for a unit.
Thanks for the answer though, it is useful to summarize for novice players.
Specifically, can anyone tell me whether or not Advanced Weapons 1 gives +10 or +5?
Is there a castle defence tech that gives a bonus to defence (other than 1/2 reduction in missile damage)?

Last Edited : Monday, 7 May 2012 - 05:47

TaurusRex
Joined 14/06/2002
Posts : 9462

Posted : Monday, 7 May 2012 - 07:52

The following quotes are from the ProvingGround_271 Game:

"Castle Defense - All troops within the Castle take 25% less damage from melee or ranged attacks."

"Basic Weapons 1 - Basic Weapons 1 grants troops a +5 increase in Attack skill.

+ Basic Weapons 2 - Basic Weapons 2 grants troops a further +5 to Attack skill.

+ Advanced Weapons 1 - Master Weapons grants troops a further +10 to Attack skill.

+ Advanced Weapons 2 - Advanced Weapons 2 grants troops a further +5 to Attack skill.

+ Expert Weapons - Expert Weapons grants troops a further +5 to Attack skill."

rex

Mog DoC
Joined 5/02/2004
Posts : 14303

Posted : Monday, 7 May 2012 - 12:39

Rubble takes away 10 from attack AND defense as I remember. Blood is only a liability for an attacker.

Hambone
Joined 27/12/2008
Posts : 329

Posted : Monday, 7 May 2012 - 14:20

Online Manual is wrong about Advanced Weapons 1 - I have Advanced weapons 1 in campaign 30733 and my units are only showing +15 attack, which implies Advanced Weapons 1 only gives +5 attack.

I've edited the original post to reflect this and Mog's info about rubble / remains.

TaurusRex
Joined 14/06/2002
Posts : 9462

Posted : Monday, 7 May 2012 - 15:29

Yeah,
this is from Req's October 2008 Update:
"- split the Attack and Defense Techs into 5 techs, each giving +5 Attack or +5 Defense"

rex

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