hmmm this is pretty mind blowing! i always thought that the higher the melee attack is the lower the chance to hit and high melee defense means they will get hit a lot. thats why i always used units like goblins and peasants to tank out damage and the like. boy did i got things wrong! now i know why i lose so much :|
Do you know how armour and base damage works? If armour is 100 of the defending unit and armour piercing of attacking unit is 5 and basic attack is 15, does it then do just 5 damage or does the base damage still apply some damage?
+Nick R Yesterday we did some testing and it's not immediately clear. Armour piercing will always go through armour without losing any of its strength. Base weapon damage can be mitigated. Armour points are not a straight percentage for sure. So 85 armour does not take 85 percent of damage away. It doesn't seem to be a 1 to 1 ratio either. So 85 armour does not mitigate just 85 damage. I have some more playing around to do but my guess so far is that armour points are converted into a back end formula where they end up equating to some kind of lower percentage mitigation. So maybe 50 armour would be converted to like 25 percent damage reduction or something. The other thing that might be throwing our numbers off when we test it is that weapon damage is more like a range and the listed damage is just the average of what could be dealt. Just theory crafting for now. The best way to take less damage though is melee defence so you take no damage at all when their attacks miss.
Maximus claimed during the Rome 2 days that, at that time, armor provided a dice roll, where 0-X damage would be subtracted from the weapon strength of a successful attack, with X being the unit's armor. If a unit has no armor piercing it is possible for the damage of its attack to be fully stopped. Any number between 0 and X would have an equal likelihood of being chosen. It's not clear if this has changed in Warhammer, but the single character lord units should allow much more detailed testing than was popular back in the day. It is extremely frustrating that CA does not release this information. Players are expected to make decisions to upgrade certain unit stats or choose between units, but there is not context with which to make those decisions.
When I looked it up it seemed like Warhammer rolls a random value between 50% and 100% of your armour stat and applies it to the non armour piercing part of the damage. So a unit with 40 armour mitigates between 20% and 40% of non-armour piercing damage.
While I appreciate this series and am getting a lot out of it you REALLY need to add more space between your voice over edits. They come across as breathless, unnatural, and have an annoying pop because you either aren't using cross fade or fade out/in transitions or you are using them and doing a bad job of it. The way you have your voice over edited is like the verbal equivalent of a run on sentence or, in this case, a run on paragraph. Take the above paragraph with no punctuation: "While I appreciate this series and am getting a lot out of it you REALLY need to add more space between your voice over edits they come across as breathless unnatural and have an annoying pop because you either aren't using cross fade or fade out in transitions or you are using them and doing a bad job of it the way you have your voice over edited is like the verbal equivalent of a run on sentence or in this case a run on paragraph." See how annoying that is to read? You voice over is verbally doing the same with the way you have it edited and is equally distracting to listen to for people.
thank you sooooo much
hmmm this is pretty mind blowing! i always thought that the higher the melee attack is the lower the chance to hit and high melee defense means they will get hit a lot. thats why i always used units like goblins and peasants to tank out damage and the like. boy did i got things wrong! now i know why i lose so much :|
Do you know how armour and base damage works? If armour is 100 of the defending unit and armour piercing of attacking unit is 5 and basic attack is 15, does it then do just 5 damage or does the base damage still apply some damage?
+Nick R Yesterday we did some testing and it's not immediately clear. Armour piercing will always go through armour without losing any of its strength. Base weapon damage can be mitigated. Armour points are not a straight percentage for sure. So 85 armour does not take 85 percent of damage away. It doesn't seem to be a 1 to 1 ratio either. So 85 armour does not mitigate just 85 damage. I have some more playing around to do but my guess so far is that armour points are converted into a back end formula where they end up equating to some kind of lower percentage mitigation. So maybe 50 armour would be converted to like 25 percent damage reduction or something. The other thing that might be throwing our numbers off when we test it is that weapon damage is more like a range and the listed damage is just the average of what could be dealt. Just theory crafting for now. The best way to take less damage though is melee defence so you take no damage at all when their attacks miss.
Maximus claimed during the Rome 2 days that, at that time, armor provided a dice roll, where 0-X damage would be subtracted from the weapon strength of a successful attack, with X being the unit's armor. If a unit has no armor piercing it is possible for the damage of its attack to be fully stopped. Any number between 0 and X would have an equal likelihood of being chosen.
It's not clear if this has changed in Warhammer, but the single character lord units should allow much more detailed testing than was popular back in the day. It is extremely frustrating that CA does not release this information. Players are expected to make decisions to upgrade certain unit stats or choose between units, but there is not context with which to make those decisions.
When I looked it up it seemed like Warhammer rolls a random value between 50% and 100% of your armour stat and applies it to the non armour piercing part of the damage. So a unit with 40 armour mitigates between 20% and 40% of non-armour piercing damage.
And what are the bars next to all the stats ? Some have green bar in it, anyone know what these bars means ?
While I appreciate this series and am getting a lot out of it you REALLY need to add more space between your voice over edits. They come across as breathless, unnatural, and have an annoying pop because you either aren't using cross fade or fade out/in transitions or you are using them and doing a bad job of it. The way you have your voice over edited is like the verbal equivalent of a run on sentence or, in this case, a run on paragraph.
Take the above paragraph with no punctuation:
"While I appreciate this series and am getting a lot out of it you REALLY need to add more space between your voice over edits they come across as breathless unnatural and have an annoying pop because you either aren't using cross fade or fade out in transitions or you are using them and doing a bad job of it the way you have your voice over edited is like the verbal equivalent of a run on sentence or in this case a run on paragraph."
See how annoying that is to read? You voice over is verbally doing the same with the way you have it edited and is equally distracting to listen to for people.
+OrpheusOverdrive I appreciate the comment and I have actually taken it into account in my current edits. Check out the fear and terror units video.
Do you always talk like this?