Hexes can range in height from 0 to 255, so the maximum penalty or bonus a unit can earn from differences in terrain height is +10 Attack or -10 Attack. Height Modifier = ((Attacker's Height - Target's Height) * 5 ) / 127 The formula for the height bonus, or penalty, is as follows: Unfortunately, it is much more difficult to tell the height of a hex than it is to count the difference between the two hexes. The difference in height between the two targets will also affect accuracy. There is a maximum of a -10 Attack penalty for ranged abilities. If the ability had Extra Long Range instead of just Long Range, the penalty would only have been -3 Attack, or -15%. 4 Attack equates to a -20% in shot accuracy. Penalty to Attack = (((Range + 1 - Distance) * 10) / Range) - 10įor an ability with Long Range (12 Hexes), firing at a target 6 hexes away, the penalty would be roughly -4 Attack. The formula for the distance penalty is as follows: In addition to limiting the maximum range of the attack, the Range value also factors into how much effectiveness the ability looses as the target gets farther away. The maximum number of hexes an ability can fire is as follows:Īs the name implies, any ability with Unlimited range is unaffected by Range restrictions or penalties. Each ranged ability has its own Range value, which plays a large role in determining its effective distance. Especially important to ranged abilities is both the distance between the attacking and defending unit and the difference in elevation between the two units. ![]() Range and HeightĪbilities that fall into the 'Melee' or 'Touch' categories only work at point-blank range, but there are many abilities that can fire over multiple hexes. Wall Allows attacks to destroy city walls. Unit cannot perform any action for 1 turn. 2 RES, Death Weakness, and prevents healing. Target cannot move for 3 turns or until attacked. ![]() If Holy Strike succeeds, it will inflict its special attack, called Vertigo, upon the target. If the unit makes a successful strike against an enemy, Holy Strike will also make a check of Attack 8 versus the target's Resistance. If an attack has the damage type 'Wall', that means the attack can destroy city walls (in addition to the city gates that all units can destroy) and receives a Damage bonus when striking walls.įor example, a unit has Holy Strike in addition to their normal Strike ability. Magic damage, however, will let you hurt units that have Physical Protection or Physical Immunity. Magic, Physical, and Wall damage types have no special side affects associated with them. The Attack value of these special side effects is always 8. In addition to normal Physical damage, special damage types, like Holy damage, will compare against a target's Resistance to see if they cause their special side effects, such as Vertigo. Your ranged units can safely fire through shielding units as long as the target is directly in front of the shielding unit. By positioning a strong unit in front of a weak ranged unit, you can sometimes 'shield' them. IMPORTANT: Two units standing directly next to each other do not usually block each other's ranged attacks. If an obstacle is in the way of your ranged attack, a red circle will appear around the obstacle. Obstacles, such as walls or other units, can sometimes interfere with ranged attacks. The odds of a ranged attack succeeding are shown in the Events Window. Standing on elevated terrain, while your target is on lowered terrain, will improve your chances of hitting the target (and will hamper them if you're on the low ground). The farther away the target, the less likely you are to hit it. Ranged attacks, like Archery, use their own Attack values and suffer from accuracy penalties, or bonuses, based on distance and height. If he hits, he does anywhere between 1 and 5 damage against his target.Įach attack always has a minimum 5% chance to succeed and a maximum 95% chance to succeed. Thus, a unit with Attack 8 and Damage 5, against a target with Defense 6, has a 60% chance of successfully hitting his target (50% + (5% * 2)). If the attack is successful, a simple damage roll is made using 1 as the minimum and the Damage value as the maximum. Each difference in Attack and Defense (or Resistance) increases or decreases the odds by 5%. The base chance for success is 50% if the comparison of Attack vs. ![]() The percent chance of success for most attacks is based upon comparing the attacking unit's Attack stat with the defending units Defense or Resistance stat. For more information on what each individual statistic on a unit represents, see the Units section. When units in AoW2 try to damage one another, a random number is generated and then compared against the two unit's statistics to see if the attacker succeeds.
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