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Thread: Lethality

  1. #1
    Unpatched Member hrvojej's Avatar
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    Default Lethality

    I was wondering whether anyone could reliably tell me what does lethality (the last number in the stat_pri or stat_sec, usually set to 1) really do to the battle calculations? Is it a multiplier for the attack value? It is obvious that units with lower number (say, 0.1 vs 1 lethality peasants) kill less, but in what way is it exactly done? I've been trying to figure it out through tests, but apart from these simple findings I wasn't able to conclude anything in depth about its workings.

    Any info is appreciated.
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    Some people get by with a little understanding
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  2. #2
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: Lethality

    Could it be something real simpe like the numbre of hitpoints damage done by the attack? I mean for most units it is set to 1...

  3. #3
    Unpatched Member hrvojej's Avatar
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    Default Re: Lethality

    It could be, but I'm not sure that it is, since even peasants with 0.1 in that stat cause some casualties to other peasants upon the initial charge. If it was a hitpoint damage, it would mean that 10 people would have to hit one and the same opponent in that initial charge, which I don't see as plausible.
    Some people get by with a little understanding
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  4. #4
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: Lethality

    The lethality stat obviously doesn't scale linearly. What the formula it uses is, AFAIK, nobody's been able to determine (largely because nobody cares, since you can just tweak it until you get a speed you like).

    -Simetrical
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  5. #5
    Unpatched Member hrvojej's Avatar
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    Default Re: Lethality

    Quote Originally Posted by Simetrical
    The lethality stat obviously doesn't scale linearly. What the formula it uses is, AFAIK, nobody's been able to determine (largely because nobody cares, since you can just tweak it until you get a speed you like).

    -Simetrical
    You mean, because of the 1, 0.87, 0.73 progression it would seem that it is not linear?
    And I wanted to see whether this is a known, because I prefer to know what I'm tweaking. E.g., it would have a very different effect on a charge vs. post-charge combat if it was an attack multiplier as opposed to hitpoint damage. Unfortunatelly, it isn't listed in description of EDU.txt, like for example frequency of attack is.

    And I do care about formulas.
    Some people get by with a little understanding
    Some people get by with a whole lot more - A. Eldritch

  6. #6
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: Lethality

    I meant that it's obviously not just a linear multiplier of something, because halving it, for instance, doesn't seem to halve lethality. If you want to try figuring out the formula, go ahead, but I don't think it's particularly worthwhile.

    -Simetrical
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  7. #7
    Unpatched Member hrvojej's Avatar
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    Default Re: Lethality

    Quote Originally Posted by Simetrical
    I meant that it's obviously not just a linear multiplier of something, because halving it, for instance, doesn't seem to halve lethality. If you want to try figuring out the formula, go ahead, but I don't think it's particularly worthwhile.

    -Simetrical
    Ah, I see. Thanks for the clarification.

    What makes it difficult is that it seems it's not working for the ranged weapons (probably because the lethality of those is inherent to the projectile itself), which are much more reliable with respect to studying the killrate than melee is. What I'm basically trying to figure out is how to slow down kill speed while at the same time keeping charges as a viable option. And, for that matter, why do spears and ultra-axes have this stat lowered...
    Some people get by with a little understanding
    Some people get by with a whole lot more - A. Eldritch

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