Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Offensive power of normal units (non-maximised)

Again, a list of expected hits dished out by normal units, only for magic weapons and veteran units (I believe it's the same for regulars) rather than adamantium and elite.
Same format as before: numbers in parentheses denote magical weapons from the Alchemy pick for races unable to make their own, P stands for poison attacks, and paladins' numbers include their holiness bonus. Not all numbers are directly comparable - armour piercing halves effectiveness of the victim's defense, thrown/breath+melee lets them defend twice.



Melee:

BA Berserkers: 28.8
DW Hammerhands: 21.6
VA Pikemen: 19.2
BE Minotaurs: 15.6
DR Halberdiers: 15.6
HE Halberdiers: 15
BA Swordsman: 14.4
BE Halberdiers: 14.4
HE Elven Lords: 14.4
DR Swordsmen: 13.2
BA Spearman: 12.8
HM Paladins: 12.8
GN Halberdiers: 12.6 (16.8)
VA Halberdiers: 12
BE Swordsmen: 12
DE Nightblades: 12+6P
HE Swordsmen: 12
HF Swordsmen: 12
BA Cavalry: 11.2
DR Spearman: 11.2
GN Swordsmen: 10.8 (14.4)
TR War Trolls: 10.8 (14.4)
HE Cavalry: 10
VA Swordsmen: 9.6
BE Spearmen: 9.6
GN Spearmen: 9.6 (12.8)
GN Wolf Riders: 9.6
KL Halberdiers: 9 (12)
LZ Javelineers: 9 (12)
TR Halberdiers: 8.4 (11.2)
VA Cavalry 8
BE Priest: 8
HE Spearmen: 8
HF Spearmen: 8
HF Slingers: 8
NO Horsebowmen: 8
NO Rangers: 8
NO Griffins: 8
BE Bowmen: 7.2
BE Engineers: 7.2
DE Nightmares: 7.2
GN Bowmen: 7.2 (9.6)
KL Swordsmen: 7.2 (9.6)
TR Swordsmen: 7.2 (9.6)
TR War Mammoths: 6.6 (8.8)
VA Spearmen: 6.4
VA Priests: 6.4
BE Centaurs: 6.4
KL Stag Beetle: 6.4 (8.2)
HE Longbowmen: 6
HE Pegasi: 6
HF Bowmen: 6
TR Shaman: 6 (8)
DW Golem 5.2
LZ Dragon Turtle: 5.1 (6.2)
VA Bowman: 4.8
VA Shaman: 4.8
VA Engineers: 4.8
BE Magicians: 4.8
BE Manticores: 4.8+12P
HM Magicians: 4.8
KL Spearmen: 4.8 (6.4)
OC Wyvern Rider: 4.8+12P
TR Spearmen: 4.8 (6.4)
HE Magicians: 4
HF Shaman: 4
DE Warlocks: 3.2
DR Airship: 2.4



Damage dealt before regular melee - first strike, thrown and breath:

HE Elven Lords: 14.4
HM Paladins: 12.8
BA Cavalry: 11.2
HE Cavalry: 10
BA Berserkers: 9.6
VA Cavalry: 8
NO Griffins: 8
TR War Mammoths: 6.6 (8.8)
BA Spearman: 6.4
BA Swordsman: 4.8
DR Spearman: 4.8
DR Doom Drakes: 4.2
DR Swordsman: 3.6
DR Halberdier: 3.6
DR Bowmen: 3.6
KL Stag Beelte: 1.8
LZ Dragon Turtle: 1.8



And again, ranged attacks with spread given from maximum to point blank range. Grouped by the former.

HM Magicians: 10.8
DE Warlocks: 9.6
HE Magicians: 9.6
DE Priests: 8.4
HE Longbowmen: 7.2-12
HF Slingers: 7.2-12
VA Magicians: 7.2
VA Priests: 6
DE Spearmen: 4.8
HF Shaman: 4.8
HF Bowmen: 3.6-6
VA Shaman: 3.6
DE Swordsmen: 3.6
DE Halberdiers: 3.6
DE Nightmares: 3.6
NO Rangers: 3.2-6.4
VA Catapult: 3-4
DW Steam Cannon: 2.6-5.2
LZ Javelineers: 2.4-7.2 (4.8-9.6)
VA Bowman: 2.4-4.8
BE Centaurs: 2.4-4.8
NO Horsebowmen: 2.4-4.8
HE Pegasi: 2.4-4
DE Cavalry: 2.4
DR Airship: 2.2-4.4



No real surprises here, maybe apart from how poorly high-end units of races without alchemists guilds do even under favourable circumstances. Any comments welcome.
Reply

Quote:DW Steam Cannon: 0.4
But Steam Cannon doesn't even have a melee attack !
Reply

b0rsuk Wrote:But Steam Cannon doesn't even have a melee attack !

Of course it doesn't, and I'd never make such a thoughtless mistake as claiming it did wink
Reply

Iranon Wrote:Of course it doesn't, and I'd never make such a thoughtless mistake as claiming it did wink

Then melee power of Steam Cannon should be 0, not 0.4. This is a small deviation, but it may hide a bigger bug in the combat simulator.
Reply

What I *should* have said was 'I'm a clod, and thanks for pointing it out. Entry fixed'. Sorry for any confusion. smile
Reply

b0rsuk Wrote:Then melee power of Steam Cannon should be 0, not 0.4. This is a small deviation, but it may hide a bigger bug in the combat simulator.

I've been going over all modifiers relating to Melee, Ranged, Thrown, Fire Breath, Magical Ranged attack and such.
I found indeed a couple of bugs and inconsistencies which I fixed.

Here are the CHANGES.

Steam Cannon now always has a melee power of zero.
--I like ILSe
Reply

To be fair I don't remember if that's the way it works in the game. If a unit starts with 0 melee attack, does it get no increases with experience ? In other words, is "0" a special case which prevents the unit from getting any melee increases, ever ?

If so, gnolls rule again ! Their settlers have 2 attack.
Reply

I think it does work as a special case.

Can settlers gain levels? I kind of want to try using an army of champion, super-buffed gnoll settlers lol.
Reply

luddite Wrote:I think it does work as a special case.

Can settlers gain levels? I kind of want to try using an army of champion, super-buffed gnoll settlers lol.

Settlers are already a good combat unit ! They have 10 life, so they make decent gate blockers. Now try Lizardmen settlers: 20 life ! But it gets better, Troll settlers have 20 life and regeneration.
Reply

b0rsuk Wrote:To be fair I don't remember if that's the way it works in the game. If a unit starts with 0 melee attack, does it get no increases with experience ? In other words, is "0" a special case which prevents the unit from getting any melee increases, ever ?

If so, gnolls rule again ! Their settlers have 2 attack.

I just checked with Vanilla and the Tweaker.
Units with zero Melee never get any Melee.
That is, regardless of level, adamantium or spells, they always have Melee zero.

Gnoll Settlers do get level, adamantium and spell benefits.
So let's Gnoll'n'roll lol.
--I like ILSe
Reply



Forum Jump: