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Thread: How do attack values work? Attack + lethality, armor/shield/etc

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  1. #1
    Near East TW Mod Leader Member Cute Wolf's Avatar
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    Default Re: How do attack values work? Attack + lethality, armor/shield/etc

    Quote Originally Posted by gamegeek2 View Post
    According to Aradan, the formula for chance to kill is (assuming Medium difficulty)

    const1 * lethality * 1.1 ^ ( ATK - DEF + MDF )

    not sure what const1 is, but it is a constant, so when comparing values you don't need to factor that in
    animation factor constant, according to some TWC articles, animations that was basically slow, and had huge delays between their attacks are less effective than fast and less delayed animations

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    EB:NOM Triumvir Member gamegeek2's Avatar
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    Default Re: How do attack values work? Attack + lethality, armor/shield/etc

    Quote Originally Posted by Cute Wolf View Post
    animation factor constant, according to some TWC articles, animations that was basically slow, and had huge delays between their attacks are less effective than fast and less delayed animations
    Yes, that is correct. However, this is the calculation for the chance of a given melee attack killing its target, it doesn't factor in how fast the attacks come.
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  3. #3

    Default Re: How do attack values work? Attack + lethality, armor/shield/etc

    Quote Originally Posted by gamegeek2 View Post
    Yes, that is correct. However, this is the calculation for the chance of a given melee attack killing its target, it doesn't factor in how fast the attacks come.
    Well, yes, mathematically it may be very difficult to model, but it is extremely important to consider attack animation speed. It is a major reason why twohanders are less effective in frontal assaults IMO. Also, mass is important. Units being pushed back dont appear to be able to attack as often from what I have seen. This is less of an issue in EB1 and indeed RTW generally, but it does still matter.

    High attack speed well armoured units are often very effective in frontal assaults. even if their stats are worse than those of the slower units they are attacking. This is because a hit that doesnt kill still prevents the defender from attacking. Which brings me to my last point which is that tighter formations and/or larger numbers allow troops with slower attack animations to be more effective - for obvious reasons.

    So, in short, a purely mathematical approach without considering all these other factors would lead to a rather unbalanced mod.

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