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Post by admingyro on Jul 9, 2015 11:37:54 GMT -8
Battle is 5 rounds (1 minute total) with both attackers and defenders getting a chance to damage each round. Troops arriving during the 1 minute will participate in battle. All surviving units at the beginning of a round get a chance to attack each round. All skills are currently applied every round.
All units get a basic attack with damage equal to strength and chance to hit a function of dexterity. Additional skill damage also applies based on stats such as strength or intelligence. Defenders have hp, and if they receive more damage than their hp in a round then they die. Damage is only to the killed unit and excess damage is lost. Units may kill an enemy in a single attack if their damage is greater than a single unit's hp.
At the end of attacks, heals are applied. Heals take effect even if the corresponding paladin/warrior is dead. Heals are evenly distributed across all units.
Poison effects are accumulated per march, and poison doesn't clear until a march returns home. At each battle round, a percent of poison damage is applied across all units in the march.
When attacking a city, siege units can damage buildings/fields if they have corresponding siege researched and are high enough tier. Buildings/fields have hp as shown in info on a building/fields. If a building's/field's hp drops below zero, it will reduce in level. Buildings/fields cannot be reduced below level 1.
As usual, if you have any questions, please feel free to ask us.
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Post by VoidWalkerZ on Jul 10, 2015 12:19:45 GMT -8
How do mages and thieves work?
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Post by mikemon on Jul 10, 2015 22:26:04 GMT -8
Is this a question about a specific skill?
For battle damage skills: Each round each unit generates a physical attack that does damage. At present battle skills apply automatically each battle round. Mage skills generate magic attacks. These can be thought of as generating additional attacks. If damage from an attack is greater than a unit's hp, the unit dies. Thief skills generate physical attacks.
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Post by VoidWalkerZ on Jul 11, 2015 1:54:26 GMT -8
I mean mages have very low attack so does their intellect effect their damage? How does each stat effect each unit- all the same or different for some? Guess my question is: how does each stat work depending on the unit?
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Post by mikemon on Jul 11, 2015 6:16:18 GMT -8
All units have basic attack based on strength. Basic attack is a 1 to 1 ratio with stats with chance to hit modified by dexterity.
Mage skills are based on intellect (I). One difference for magic skills is that they have 100% hit rate, whereas physical attacks/skills have a hit rate based on dexterity. If a magic damage skill says 10% percent (I), then this would be an intellect based skill that does damage equal to 10% of their intellect. Cleric is based on wisdom (W), so if it was 10%, then hp healed would be 10% of their wisdom. Some skills are group/splash with lower percentages noted with such as 2X (2 times). If it was 2X 5% (I), then damage with 5% of intellect would be applied to 2 units for a total of 10% damage.
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Post by VoidWalkerZ on Jul 11, 2015 11:00:20 GMT -8
Ok... Think i understand a little better
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Post by admingyro on Jul 29, 2015 12:54:27 GMT -8
Ares did you read this thread?
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ares
New Member
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Post by ares on Jul 29, 2015 14:14:35 GMT -8
I got it ty. Is there any benefit adding wisdom to a mage or intellect to paladins?
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ares
New Member
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Post by ares on Jul 29, 2015 14:36:54 GMT -8
Also I'm not sure if I'm missing it or not understanding but how do the turrets dmg scale with level
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Post by admingyro on Jul 30, 2015 16:25:30 GMT -8
intelligence helps with magic resistance, so adding it to any troops is helpful, somewhat. Just like str is helpful if you add it to any troops, because it helps with physical attacks.
The turrets do a fixed amount of damage when helping defend the castle.
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ares
New Member
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Post by ares on Jul 30, 2015 19:59:46 GMT -8
What about wisdom for any other class?
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Post by mikemon on Jul 31, 2015 9:59:39 GMT -8
Intelligence and wisdom contribute towards magic resistance. defender_magic_resist = 0.5*INT + 0.5*WIS. Damage from mage spells = (attacker_INT * skill_factor) - defender_magic_resist
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