Warhammer 2 Damage Types and Resistances Explained

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  • เผยแพร่เมื่อ 22 ก.ค. 2021
  • Total War: Warhammer 2 tutorial on damage types and damage resistances. How they work, how to stack resistances, how to avoid resistances.
    gyazo.com/9e44...
    Click the above link to see the damage resistance breakdown. I tidied it up a bit from the video.
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ความคิดเห็น • 698

  • @tobiasjohansson5920
    @tobiasjohansson5920 3 ปีที่แล้ว +982

    5 bucks he still has to explain these things during stream

    • @ScallionGaming
      @ScallionGaming 3 ปีที่แล้ว +52

      Well, he at least can refer to the video now, instead of directly explaining

    • @apollow_g1025
      @apollow_g1025 3 ปีที่แล้ว +8

      i cant even watch the streams anymore, the channel is no longer for experienced players.

    • @sceligator
      @sceligator 3 ปีที่แล้ว +111

      @@apollow_g1025 Oh no! The game has players who don't know every single detail! Boo hoo...

    • @HimanshuKumar-tw4fl
      @HimanshuKumar-tw4fl 3 ปีที่แล้ว +12

      @@sceligator 🤣

    • @NUTLORD007
      @NUTLORD007 3 ปีที่แล้ว +3

      Same, I can already tell it's going to happen.

  • @adonoghuea02
    @adonoghuea02 3 ปีที่แล้ว +691

    Looks like legend got fed up of people asking about fire damage haha

    • @wingofunny
      @wingofunny 3 ปีที่แล้ว +9

      Yeah figured after how many times he's answered how fire and magic damage works he'd make one of these.

    • @kaik.9497
      @kaik.9497 3 ปีที่แล้ว +26

      ill be honest, have hundreds of hours in this game and still thought banner of eternal flame is good because surely it bypasses armor or something .... seems i was wrong all along and should only equip it vs undead or trees.

    • @jdbelden
      @jdbelden 3 ปีที่แล้ว +23

      @@kaik.9497 As long as the unit you are attacking doesn't have fire resist, the banner is still valuable as it also adds base weapon damage. It just isn't an "all powerful" banner.

    • @shigerufan1
      @shigerufan1 3 ปีที่แล้ว +8

      @@kaik.9497 Most units with regen also have a fire weakness built into the trait, such as trolls/troll hags

    • @adonoghuea02
      @adonoghuea02 3 ปีที่แล้ว +3

      @@foxx1111 Honestly, I hope not, the multiplayer scene is so toxic, and even playing against people you know, people aren't going to be happy unless Legend goes full tilt, so I really hope he doesn't.

  • @soulseptem5281
    @soulseptem5281 3 ปีที่แล้ว +651

    This is really good for new players. Ill recommend it to my friends.

    • @Arkssa
      @Arkssa 3 ปีที่แล้ว +21

      It's very helpful for me too even though I'm very used to games with mechanics like this. The game is not very good at explaining any of this.

    • @chobankovic
      @chobankovic 3 ปีที่แล้ว +3

      Stop lying. You don't have any friends.

    • @lydiahe6790
      @lydiahe6790 3 ปีที่แล้ว +5

      @@Arkssa i’m surprised a game with as many features as this game doesn’t have some sort of online guide so you don’t have to figure it all out yourself

    • @nicovelardita8619
      @nicovelardita8619 3 ปีที่แล้ว +4

      I personally would recommend them the whole channel, a whole of Legend's videos have useful insight on the game and guidelines on how to optimize strategies explained in simple and fun ways. I always check them when starting to play a new faction

    • @Jextinction
      @Jextinction 3 ปีที่แล้ว +1

      Agreed

  • @TruthBlackheart
    @TruthBlackheart 3 ปีที่แล้ว +272

    CA watching this vid "Holy shit is that how we programmed it?"

    • @Nadz203
      @Nadz203 3 ปีที่แล้ว +29

      CA: This video would have been super helpful while we trying to balance the game XD

  • @cr0nus821
    @cr0nus821 3 ปีที่แล้ว +249

    * Said in squeaky viewer voice* , But Legend what about charge bonus?

    • @Mythralblade04
      @Mythralblade04 3 ปีที่แล้ว +22

      Charge bonus is actually explained in the tooltip if you hover over it in-game - it's applied to Melee Attack and Melee Damage when the unit's charging. if you hover over a unit in-battle it will say whether it's Charging (gets the bonus) or In Melee (doesn't get the bonus)

    • @DIEGhostfish
      @DIEGhostfish 3 ปีที่แล้ว +23

      @@Mythralblade04 *Squeaky viewer voice* But is the bonus melee damage AP or Normal, or keeping the ratio of the normal damage? And is it physical or magical if the unit has magic damageeee"

    • @briancrist6388
      @briancrist6388 3 ปีที่แล้ว +4

      @@DIEGhostfish lol

    • @cr0nus821
      @cr0nus821 3 ปีที่แล้ว +4

      @@Mythralblade04 Thank you for the reply :) I was just joking tho.

    • @lordhokage2717
      @lordhokage2717 3 ปีที่แล้ว +7

      He did forget explosion damage tho....and area damage and how it’s divided and applied.

  • @faceoctopus4571
    @faceoctopus4571 3 ปีที่แล้ว +94

    You'll have to post an updated version when TW:WHIII comes out. They are replacing magic resistance with spell resistance, and there is a functional difference. Magic resistance helps against units using magic weapons, spell resistance doesn't. Spell resistance will only help against spells.

    • @krankarvolund7771
      @krankarvolund7771 3 ปีที่แล้ว +13

      Are you sure that spell resistance is not a thing in addition of the other resistances? Because that would mean all magic attacks have a lot less resistance, that would be weird ^^'
      Like the frost phoenix bypass physical resistance, is not fire, nor missile, if they get rid of magic resistance he would always deal 100% of his damage minus armour, that's very strong....

    • @arkke7465
      @arkke7465 3 ปีที่แล้ว +6

      From what I understand they are removing magic resist completely. Magic attack only bypass physical resistances.

    • @arkke7465
      @arkke7465 3 ปีที่แล้ว

      From what I understand they are removing magic resist completely. Magic attack only bypass physical resistances.

    • @PatrickOMulligan
      @PatrickOMulligan 3 ปีที่แล้ว

      Is this true? I just post a few minutes ago how I wanted this!

    • @krankarvolund7771
      @krankarvolund7771 3 ปีที่แล้ว

      @@PatrickOMulligan It has been confirmed by CA yes.

  • @tritojean7549
    @tritojean7549 3 ปีที่แล้ว +219

    in french the ward save is called Ultimate save so you know its op

    • @denistannenberg
      @denistannenberg 3 ปีที่แล้ว +19

      In Polish it's pretty confusing, because it translates into magical protection wheras magic resist translates into magic immunity

    • @kazrakoneeye9577
      @kazrakoneeye9577 3 ปีที่แล้ว +12

      In Russia it was translated into “save throw” so I was thinking, that this is just help you when you retreat

    • @mikecarter4082
      @mikecarter4082 3 ปีที่แล้ว +4

      Are you high? 😂 it’s sauvegarde de quartier so whatever nonsense you pulled out of your ass can go right back inside

    • @Alex-hj5el
      @Alex-hj5el 3 ปีที่แล้ว +10

      @@denistannenberg It's similar in German, you could basically translate it to "rescue spell" so I thought spell=magic at first and got so confused.

    • @tritojean7549
      @tritojean7549 3 ปีที่แล้ว +4

      @@mikecarter4082 PTDR t'as pas le jeu de quoi tu parles?

  • @tinhov1
    @tinhov1 3 ปีที่แล้ว +172

    nice video. Even though I know all that, I am doing my part by commenting and watching it on mute in the background

    • @Hookahitter
      @Hookahitter 3 ปีที่แล้ว +1

      Agreed!

    • @DIEGhostfish
      @DIEGhostfish 3 ปีที่แล้ว +1

      Remember, browser tab mute not internal youtube mute.

  • @LegendofTotalWar
    @LegendofTotalWar  3 ปีที่แล้ว +12

    gyazo.com/9e44c2122546ec4ce2eaa837c147df78
    Click the above link to see the damage resistance breakdown. I tidied it up a bit from the video.

  • @kcneedles261
    @kcneedles261 3 ปีที่แล้ว +130

    Wait, flaming weapons don't do more damage unless someone specifically has a weakness to fire? Otherwise you're just opening yourself up to more resistance?

    • @lucasbeck1391
      @lucasbeck1391 3 ปีที่แล้ว +42

      Yes same with all damage types

    • @DerOverlord1111
      @DerOverlord1111 3 ปีที่แล้ว +6

      I think it also applys a Leadership debuff.

    • @erensametkaratas6593
      @erensametkaratas6593 3 ปีที่แล้ว +19

      @@DerOverlord1111 it depends on the units. Most fire damage units don't have that leadership debuff

    • @jebeer
      @jebeer 3 ปีที่แล้ว +20

      exactly my thoughts, why even use fire at all.

    • @gauthel
      @gauthel 3 ปีที่แล้ว +31

      @@jebeer When dealing with undead, treefolk, and regenerating units, since they all have fire weaknesses. Also some perks, spells and items may reduce fire Resistance or even incur fire weaknesses. Vambraces of the sun + banner of eternal flame on Tombies will massively increase your damage output.

  • @deimiosxxx
    @deimiosxxx 3 ปีที่แล้ว +132

    "Phyiscal" Damage - that sounds like Fiscal damage, which is spot on since the game runs on economy.

    • @MrJinglejanglejingle
      @MrJinglejanglejingle 3 ปีที่แล้ว +7

      New Legendary Lord Idea. The more money you have, the more Ward Save that army has.

    • @jetsrule07748
      @jetsrule07748 3 ปีที่แล้ว +1

      I came looking in the comments for that misspelling comment, but I actually only noticed it at 25:30. Interesting how the brain can filter in correct information even when what the eyes are presented with is somewhat distorted

    • @a.cunningham4974
      @a.cunningham4974 3 ปีที่แล้ว +4

      @@MrJinglejanglejingle Gelts new lord ability

    • @Roman-vj6pt
      @Roman-vj6pt 3 ปีที่แล้ว +1

      Let’s all love Lain.

  • @psionikable
    @psionikable 3 ปีที่แล้ว +28

    You forgot the Cheese damage type that is blocked by nothing and effective against everything.

  • @grimdarhk
    @grimdarhk 3 ปีที่แล้ว +9

    After some basic testing against cairn wraiths, I can say flock of doom definitely seems to do Magic damage. They're taking around 600ish damage every cast, just like the crypt ghouls are

  • @logandaley1544
    @logandaley1544 3 ปีที่แล้ว +8

    I thought fire damage implied some amount of magical damage, and that it helped a little against physical armor. Thank you for sharing your knowledge.

  • @otwk
    @otwk 3 ปีที่แล้ว +3

    One important thing to note is that afaik, armour is not capped at 90%.
    However, every single attack will deal at least 1 damage, even if it has no AP damage (though I believe every attack in the game has at least 1 AP damage anyway, which means that you can technically resist all base damage by 100% if you have 200 armour).
    Edit: Not sure if that "at least 1 damage" is actually true - but again, due to at least 1 AP, it doesn't matter.

  • @kryhun7906
    @kryhun7906 3 ปีที่แล้ว +24

    "saving your diseaster spreadsheet" but it turned out fine, thanks

    • @raymond141516
      @raymond141516 3 ปีที่แล้ว +2

      saving your disaster spelling.

  • @skupipup
    @skupipup 3 ปีที่แล้ว +17

    Always nerd out to these kind of under-the-hood mechanics breakdowns.

    • @lordchaos7770
      @lordchaos7770 3 ปีที่แล้ว

      I dont think any of this is really under the hood, except maybe exactly how armor works. Its not always obvious though, and depends on the extent you read tooltips and other in game supplements. For instance if you read a spell tooptip some are effective against armor and some are not, so the implication armor effects magic is pretty strong, and also armor tooltip says it reduces all non armor piercing damage.

    • @skupipup
      @skupipup 3 ปีที่แล้ว

      @@lordchaos7770 That's fair. I had a pretty good grasp on how the various resistances worked but had no idea in what order the calculations happened. Seeing this really reinforced how little one needs to worry about armor for instance, provided you have high resistances already.

  • @Wolfspaule
    @Wolfspaule 3 ปีที่แล้ว +2

    Very good and informative video!
    I think the description of flock of doom and traitor kin, is how the damage is applied.
    I don`t know if the tool tip is regarding or hinting towards this, or simply wrong.
    But tool tip could mean, that the damage is either, devided by number of models and applied, like FOD and aura of vile transmutation. Or that the damage is applied on a one single model, like spirt leech and (I presume) traitor kin.

  • @Ursaarctoshorribilis
    @Ursaarctoshorribilis 3 ปีที่แล้ว +1

    5 million superchat's worth of questions answered in one informative video. Thanks Legend, appreciate ya!

  • @AutismPersonified
    @AutismPersonified 3 ปีที่แล้ว +1

    If anybody else hates the fact that spell descriptions are kind of vague, there’s a UI mod called spell damage tooltips that puts the exact damage numbers on the spell description.

  • @shimmereyes8984
    @shimmereyes8984 3 ปีที่แล้ว +7

    was waiting this video Legend. Very educative for beginners and also a nice touch of variety on your daily upload videos. Thank you for your effort. Your work speaks for your videos. Very visual with the graph

  • @brianhurd3355
    @brianhurd3355 ปีที่แล้ว +1

    Thanks for helping CA out by giving the in-depth info they are opposed to providing. Honestly at this point you might know more than the devs, given how many tool-tips are wrong on unit descriptions. Minor note - "PHYSICAL" not "PHYISCAL"

  • @ocelotchen1512
    @ocelotchen1512 3 ปีที่แล้ว +1

    I thought I gotta multiply each kind of resistance to get the final value, appreciate this , do save a lot of trouble

  • @wetwillyis_1881
    @wetwillyis_1881 3 ปีที่แล้ว +3

    This was beyond helpful, thanks Legend. If total war was a school subject, you would be the best teacher ever.

  • @roland228
    @roland228 3 ปีที่แล้ว +3

    You forgot to mention one thing. Ward Save is called two things depending on context. For permanent effects, it's called Ward Save and for temporary effects, it's called Damage Resistance. It would have been better if both were called Ward Save because for a time, I thought they might be different.

  • @nudelpackung3622
    @nudelpackung3622 3 ปีที่แล้ว +6

    The more clips he uploads, the more i get the feeling that legend has more knowledge about this game then ca...

  • @patchesgaming9139
    @patchesgaming9139 3 ปีที่แล้ว +4

    I wish there was a visual difference whenever a unit used a different ammo type for example archers with fire ammo or pox arrows.

  • @scottagon
    @scottagon 3 ปีที่แล้ว +12

    At 10:10 you almost said "10% midget resistance" lol. Would that be like a hidden ward save when fighting Dwarves.

    • @MichuV5
      @MichuV5 2 ปีที่แล้ว +1

      Calling them midgets would not only get you into a book but into entire library xD

  • @chusnacho4447
    @chusnacho4447 3 ปีที่แล้ว +1

    just wanted to say that a long time ago made some very large testing and i was pretty certain that 200 armor did indeed reduced base damage by 100% to 0 (not capped at 90%), altho the use of it was limited since there is no no-armor pen attack in the game as far as im awre, and the impact damage from charges also ignores armor.

  • @biowiener7825
    @biowiener7825 3 ปีที่แล้ว

    very nice for newer players, for me it was fun finding this stuff partly myself and partly from the streams but thats a great compact way. also he can just say that he made a video on it if hes asked on stream, some less questions that he has to repeat again and again. no offense, its absolutely ok to ask but if you're watching for 2 years you heard most of these answers already. also again respect for legend for always calmly anwering the questions, even if he answered the same question like 10 min ago

  • @jjyyffee
    @jjyyffee 3 ปีที่แล้ว +3

    Fantastic addition to the campaign series you post. Quick to grasp info thats not easy to understand for new players when starting the game for the first time 👍
    Keep up the good work

  • @AdventurerOfOblivion
    @AdventurerOfOblivion 3 ปีที่แล้ว

    Legend being useful and making a video for the topic instead of telling you to go watch a 4 hour stream? Holy moly

  • @Tobbi2402
    @Tobbi2402 3 ปีที่แล้ว +7

    I have 1.6k hours played, 100%achievements and still I thought fire bypasses physical ressistance. Also I had a slightly different understanding on how armour works

  • @ytshotmaker
    @ytshotmaker 3 ปีที่แล้ว +1

    Could you make more breakdowns like this please
    Like a detailed breakdown on spells that we can trust because the spell tooltips are the worst

  • @mayrhoferegon76
    @mayrhoferegon76 3 ปีที่แล้ว

    One of the best tutorials - if not the best - damage/resistances. Thanks a ton for it! Helped me a lot.

  • @RicardoSanchez-es5wl
    @RicardoSanchez-es5wl 3 ปีที่แล้ว

    You are so correct about sisters of avelorn vs irondrakes. It takes like 4 full volleys from 6 or 7 units of sisters of avelorn to take them out

  • @fullmetalpoitato5190
    @fullmetalpoitato5190 3 ปีที่แล้ว +5

    Huh. The exact info I was looking for right there in my suggested videos. A tip of the hat to you sir.

  • @eyasluna2303
    @eyasluna2303 3 ปีที่แล้ว +2

    Very informative video, I wish there would be a dedicated playlist for this type of video, warhammer often have too much information for new players to deal with

  • @FlyingFox86
    @FlyingFox86 3 ปีที่แล้ว +1

    Does seem to me this could have all been explained much more easily than how you chose to do it. You also misspelled "physical" twice.
    Nonetheless, very grateful for this video. I did not know this was how it worked.
    edit: the way you think armor works is indeed correct. Except, I don't think armor effectiveness is capped at 90%, but it has been a while since I tested this. I seem to recall that 200 armor does indeed block all non AP damage.

  • @gautehovland1632
    @gautehovland1632 3 ปีที่แล้ว

    @LegendofTotalWar the magic attacks say which kind of attack it is, if it says "magical missile", missile resist is applied. as far as i know, all spells do magic damage, but since some spells say "causes major magical damage", with the magic damage symbol attached, and some just "causes damage to combatants" with no symbol, it is possible that there are spells that do physical. but again, that is in the spell description that, like you said, is not based on in-game effect, but rather just a database someone typed it into.

  • @Zephilian
    @Zephilian 3 ปีที่แล้ว +1

    The "Vanilla Spell Damage Tooltips" mod on steam uses a script to pull spell numbers.
    Looking at the numbers from the mod traitor kin deals 80 magic damage to two entities per tick.
    Spirit leach deals 144 magic to 1 entity per tick.
    Flock of doom deals 6 magic to 18 entities per tick.
    The mortis engine deals 4 magic to 4 entities per tick.
    And at a glance anything that costs winds to use will deal magic damage.

  • @orangelocked
    @orangelocked 3 ปีที่แล้ว +1

    Thanks for making this, I can now share this with my friends who are picking up the game rather than poorly explaining it myself. Outsourcing at work.

  • @souppiyas6987
    @souppiyas6987 3 ปีที่แล้ว +1

    I was still burning my dwarves heores from behind by Irondrakes thinking it deals fire magical damage.
    Thanks for information.

  • @SGz_Eliminated
    @SGz_Eliminated 3 ปีที่แล้ว

    Didn't watch this when it came out because didn't think I would find it useful but I still learnt stuff I didn't know so glad I checked it out.

  • @hurtmartman9664
    @hurtmartman9664 3 ปีที่แล้ว +3

    Thanks Legend! Even despite watching alot of your videos, this+the chart has been really useful and let me learn about how the game goes about stuff.

  • @CharliMorganMusic
    @CharliMorganMusic 3 ปีที่แล้ว +4

    What? A proper battle tutorial!? This is Zerkovich's domain! You have crossed a line, Legend!

    • @erensametkaratas6593
      @erensametkaratas6593 3 ปีที่แล้ว

      Except he's been doing these for years now :P

    • @Meyna86
      @Meyna86 3 ปีที่แล้ว

      Zerkovich can stick to pointless 1v1 unit duels, because that's how actual battles are fought - a series of 1 on 1s.

    • @RimshotKiller
      @RimshotKiller 3 ปีที่แล้ว

      @@Meyna86 it's not pointless at all, though? It's a direct comparison. Sure you'll have to apply battle situations to your decision making, the information provided is still helpful.

  • @dung30nshad
    @dung30nshad 3 ปีที่แล้ว +76

    "PHYISCAL DAMAGE"
    I wonder how many people noticed.

    • @SexyBabyHotStuff13
      @SexyBabyHotStuff13 3 ปีที่แล้ว +3

      Guess legend’s gonna have to redo the video 🤷

    • @ericdunn9001
      @ericdunn9001 3 ปีที่แล้ว +5

      Maybe that's just how australians spell "phiysikal".

    • @Arbaaltheundefeated
      @Arbaaltheundefeated 3 ปีที่แล้ว +6

      I was mostly just impressed with the commitment of repeating the typo for both entries.

    • @Jono793
      @Jono793 3 ปีที่แล้ว

      Yup!

  • @MrDadhhg
    @MrDadhhg 3 ปีที่แล้ว +1

    I believe armor can actually reduce normal damage by 100%. All attacks have at least one armor piercing damage, so you will never reduce any attack to 0 outright, but you can delete all of the non armor piercing damage with at least 100 or more armor a % of the time, with 200 ensuring you always block all non ap damage.

  • @Xenotric
    @Xenotric 2 ปีที่แล้ว

    One big thing missed in this is shields, there are many projectiles that straight up ignore shields, all magical missile, all flaming missiles and all artillery missiles.
    the other thing that would have been nice to add is blast damage which as far as i understand would go along side missile and melee and is basically about the aoe of certain attacks.
    also i am so glad they decided to put actual numbers in warhammer 3 magic tooltips

  • @virel3809
    @virel3809 3 ปีที่แล้ว +9

    22:53 I always thought that "type: Direct Damage" means true damage that bypass all resistances even ward save.
    I guess we need 2 hours long tier list video on spells :)

    • @robinvanveldhuizen7887
      @robinvanveldhuizen7887 3 ปีที่แล้ว +7

      I believe it means that units in the spell will get damaged no matter what (unless they resist it), but with spells like flame storm, an individual unit only gets damaged when it is actually in the spell.

    • @MarcosAlfredo7
      @MarcosAlfredo7 3 ปีที่แล้ว +5

      For spells it just means it's not a vortex or projectile.
      It affects whatever is in range automatically.

    • @arcadius2569
      @arcadius2569 3 ปีที่แล้ว +2

      Direct damage, you can think of it as the hitscan system in a first person shooter game. If you click and there are enemies in the crosshair you will damage them. And honestly, a video that goes through every spell against units and heroes/lords, I would fund that. As many hours as it takes, I want those results videod and archived forever.

    • @DIEGhostfish
      @DIEGhostfish 3 ปีที่แล้ว

      @@MarcosAlfredo7 Also ignores armor.

    • @virel3809
      @virel3809 3 ปีที่แล้ว +1

      Thx for answers.
      I checked all direct damage spells: "spirit leech", "fate of Bjuna", "final transmutation", "Melkoth's mystifying miasma", "traitor kin", "Arcane Unforging" etc. And none of them specify type of damage. I have questions CA

  • @Godslayer96
    @Godslayer96 3 ปีที่แล้ว

    It's incredible how much information is conveyed to the player without it being properly explained ingame. Resistances and damage types are not even the worst offenders imo cuz they are fairly self-explanatory on the surface. No, that would go to those stupid projectile modifiers and splash attacks. Explosive damage? Yeah, my mortar-rounds explode, what does this stat even mean? Monstrous units have aoe attacks. Do some infantry units have those too?
    Shoutout to Zerkovich for his splash attack video. Incredibly helpful.

  • @olivierrvernooy424
    @olivierrvernooy424 3 ปีที่แล้ว

    I was here for the Armor.
    Was not sure about it because as said in the video even Legend did not know for sure.
    But this aleast gives a decent guideline.
    Cheers Legend

  • @skyesfury8511
    @skyesfury8511 3 ปีที่แล้ว

    Useful info. Didn't know that missile resistance reduced ArmPierce damage. Thanks for the vid, Legend! Keep being awesome!

  • @cheesus7672
    @cheesus7672 3 ปีที่แล้ว +5

    I like the idea of the Video :) it's good to know how the mechanics work, same with the stats on the unit cards

  • @DKrockUsuck
    @DKrockUsuck 3 ปีที่แล้ว

    Really helpful video 😁I have played close to 800 hour's and I still didn't really Understand how it was working until now👍
    I would like to see more videos like this where you breakdown other mechanic, skills, buffs and and stuff

  • @przemysawbochenko8347
    @przemysawbochenko8347 3 ปีที่แล้ว

    I love the combination of your absolute knowledge of the game mechanics and presenting it all in Paint.

  • @doktarr
    @doktarr 3 ปีที่แล้ว +2

    You got the armor part 95% right. The only thing is that, unlike resistances, I don't believe there is a 90% cap on armor blocking. So armor is theoretically useful all the way to 200, which blocks 100% of non-AP damage, guaranteed. However, each point of armor above 100 is less useful than the one before it, so it's really not worth putting skill points into armor boost for things like Gorebulls or Ancient Treemen that have 130+ armor.
    Note that every attack, even goblin archers, has at least 1 armor piercing damage, so even if you're blocking 100% of non-AP damage, you're not blocking 100% of damage from anything.

    • @ludovicartu4239
      @ludovicartu4239 3 ปีที่แล้ว

      "each point of armor above 100 is less useful than the one before it" Actually it's the opposite, mathematicaly each point of armor is more powerful than the last, because it doesn't only improve the minimum damage reduction but also the chances of reducing 100% of damage (for example 130 armor : roll between 65 and 130, each number above 100 is 100%). Going from 98% to 99% average damage reduction double your effectif hp. Of course it's only about base damage, high armor isn't that useful because armor-piercing exists but that's another matter.

    • @doktarr
      @doktarr 3 ปีที่แล้ว +1

      @@ludovicartu4239 Heh, you basically gave up your point at the end. Again, armor piercing damage exists. You're not cutting damage from 2% to 1% When you go from an average block of 98% to 99%. You are moving closer and closer to an asymptote of blocking the *non-AP* damage, but that's typically only 70% of the damage or so even for a non-AP unit.
      TL;DR Adding armor above 150 armor or so, even in a good situation, is taking you from blocking something like 68% of damage to something like 68.5%. It's a garbage bonus.

    • @ludovicartu4239
      @ludovicartu4239 3 ปีที่แล้ว

      @@doktarr I stand by the fact that each point of armor is more powerful than the last, even with ap taken into account its still true.

    • @doktarr
      @doktarr 3 ปีที่แล้ว +1

      @@ludovicartu4239 It's absolutely not true. You can continue to "stand by" it, but it's clearly wrong. Just run the numbers. You get more relative benefit by going from 90 to 100 than you do by going from 190 to 200. It's not *remotely* close.
      Here's a simple example. Say you're going up against a unit that does 35% AP (the most common ratio in the game). For simplicity imagine it does 100 non-AP and 54 AP.
      Say you go from 90 Armor to 100 Armor. You go from blocking 67.5 on average to blocking 75 on average. Overall damage goes from 86.5 to 79. Absolute reduction of 7.5, relative reduction of 8.7%.
      Now, say you go from 190 Armor to 200 Armor. You go from blocking 99.875 on average to blocking all 100 non-AP. Overall damage goes from 54.125 to 54. Absolute reduction of .125, relative reduction of .23%.
      Again, it's not remotely close. Even if you look at attacks from the units with the lowest AP ratios in the game (poison wolf rats, Ungor raider arrows, etc), there's still diminishing returns on additional armor well before 200.

    • @ludovicartu4239
      @ludovicartu4239 3 ปีที่แล้ว +1

      @@doktarr My bad and thanks. My idea was that if you only take into account base damage, a unit with 10 000 hp and 37.5% DR needs 16 000 damage to be put down, one with 45% needs 18 182 ; one with 87.5% needs 80 000 damage, 90% needs 100 000.
      Of course in reality no attack does less than 1 damage + very few models have that many hp anyway, so sometimes reducing damage by 90% still doesn't prevent one shot kill.
      I admit I didn't realise how some ap damage makes armor have diminishing returns a lot sooner because the ap damages become the only ones relevant fairly quickly. So against the attack in your example, a unit with 200 armor need 1.5 more attacks to be killed than the 100 armor, who need twice the attacks than one with 0 armor. It seems to become degressive to a point over 100 armor only for attacks with less than 25% ap.

  • @miken5448
    @miken5448 3 ปีที่แล้ว

    I've only heard this from other TH-camrs, so could be wrong here, but I heard that Armor picks a random number between zero and the units armor value, and then subtracts that number from the incoming base damage.

  • @Veristelle-
    @Veristelle- 3 ปีที่แล้ว +3

    Huh, never knew armour worked that way...good to know. Thanks for this, it should help alot of players!

  • @SGWeber
    @SGWeber 3 ปีที่แล้ว +1

    This makes way more sense now. Thanks Legend!

  • @arnehenkler8391
    @arnehenkler8391 3 ปีที่แล้ว

    You should have mentioned shields. Shields give a unit a 50 % chance to dodge a missile coming in from the front. It doesn't help units that get shot from the sides or the back.
    Also, a more detailed explanation of melee defense & attack would be helpful, like how does this stat affect the chance to hit exactly.
    Looking it up on the wiki gives us this:
    Chance to hit (h) = 35% + (melee attack - melee defence) where 8% < h < 90%
    In other words, every unit has a minimum probability of hitting (8%) and the maximum probability to land an attack is capped at 90%.
    Would have made the video more complete without it being much longer.

  • @Shwazzey
    @Shwazzey 3 ปีที่แล้ว

    Good video! Nice breakdown. I was just saying to my wife that Legend doesn’t have many detailed videos about the stats and mechanics of the game. I’m glad to have eaten my words! I would enjoy more videos like this one explaining different faction exploits and cheeses that exist in the campaign (but I know that’s a lot of work and might not grab viewers..) Great content! Really appreciate it

  • @pb7491
    @pb7491 3 ปีที่แล้ว

    I've been playing this game wrong for years... time for a new campaign.... nice one, Legend.

  • @Vegan_Kebab_In_My_Hand
    @Vegan_Kebab_In_My_Hand 2 ปีที่แล้ว

    This was very important for me as a newcomer to the series, thanks

  • @Vernon013
    @Vernon013 3 ปีที่แล้ว

    Great video. Never realized that resistances were added. Makes sense why the Dwarves are so resistant. Thanks!

  • @mercurysteam04
    @mercurysteam04 3 ปีที่แล้ว

    Saw you go over it damage types when someone brought in up on the Volkmar stream. Glad to see an in depth vid clearing it up.

  • @Batuhanify
    @Batuhanify 3 ปีที่แล้ว

    "I am not a ui artist, or a graphical artist" Wow mate, I thought they were some damn good circles...
    Awesome guide, I have 1k hours in W2 and didn't know half of these. Cheers

  • @KnowlesRyan
    @KnowlesRyan 3 ปีที่แล้ว +2

    Thanks for this. I noticed you talking about it during your last stream, and this clears a lot up.

  • @haiderandazola6772
    @haiderandazola6772 3 ปีที่แล้ว

    Coming back to this game and this has to be the best explanation I've ever read. Period.

  • @Haldaemon
    @Haldaemon 3 ปีที่แล้ว

    So I’m pretty sure armor works a little different than that. I don’t think it acts as a resistance, but rather is subtracted from the non-armor piercing damage.
    So unit does 40 damage.
    Unit procs 30 armor.
    Unit does 40-30=10 damage.
    Zerk did a video on this a little while ago as well.

  • @goransekulic3671
    @goransekulic3671 2 ปีที่แล้ว

    Lore of Dark has Power from Darkness. It gives you free mana(especially in campaign where it costs like 1 for Morathi) at the expense of health. It deals that damage as Magical, non-AP damage. Meaning, stack some armor, and MgcRes(Morathi has naturally high MgcRes iirc) and... FREE CASTS! YAY! (that's actually quite flavorful for Morathi, to be a behind the scenes manipulator like that)

  • @bigkahoonaburger7303
    @bigkahoonaburger7303 3 ปีที่แล้ว +2

    The font on the right of your chart (great chart btw) triggered me with the extra embolden

  • @walter1383
    @walter1383 3 ปีที่แล้ว +2

    Knew most of the stuff here, but it cleared up a few things as well. Thanks Legend.
    I do wish that Armor and Shields were more impactful in the game. In past games such as Med2 if the armor was too high for the attack, it'd just bounce off, but AP would half the armor value allowing the attacks to punch through; while shields actually did their job as shields like IRL, nullifying almost all incoming missile fire excluding guns and artillery of course. Infantry really struggles in Warhammer because of the calculations in place, but they're so hard baked into the system that I doubt CA could change that.

  • @MercytheMad
    @MercytheMad 3 ปีที่แล้ว +1

    @LegendofTotalWar Nice one! Now I can just direct people here if they ask about this!

  • @davidc3754
    @davidc3754 3 ปีที่แล้ว

    Didn’t need the video but still giving it a like and comment because I would have loved it when I first started out thanks man

  • @Khayne
    @Khayne 3 ปีที่แล้ว

    Great work. I've been wondering about the interactions between the resistances and damage types, and this was very informative and well made. Thank you.

  • @szymonhutnik185
    @szymonhutnik185 3 ปีที่แล้ว

    As far as I know armour blocks up to 100% of damage but minimum value that has to be done is 1 point. So if a unit deals only 1 base dmg armour doesn't count, but if a unit with 1000 dmg attacks someone with 200 armour it would also deal 1 point. Also vortex spells are counted as missiles so missile resist also blocks them

  • @arcadius2569
    @arcadius2569 3 ปีที่แล้ว

    Mechanically informative Legend videos, yes! As you've said, gauging a unit based on the stats on their card is overstating the numbers' importance, but it's also where we can get ALL the info we are going to get about the unit/character. So it's nice to know what we should be looking out for. Also, explosive damage, as asked by others? How does it factor in?

  • @jonathanbonde8808
    @jonathanbonde8808 3 ปีที่แล้ว

    Wow! Super useful information! Thanks a ton for this video Legend! I had no idea how some of this stuff worked.

  • @sigvardr7682
    @sigvardr7682 3 ปีที่แล้ว +6

    Flaming attacks seem like a disadvantage to a unit in many cases. And there is far too much armor piercing damage these days, armor has become very shaky in its worth as well.
    Would like to see some revamp of this system in the future.

    • @UnicornrU
      @UnicornrU 3 ปีที่แล้ว +1

      True, unless you have a fire wizard in your army which does a map-wide -20% fr debuff for a single skill point (this effect doesn't stack however).

    • @TheGlenn8
      @TheGlenn8 3 ปีที่แล้ว +2

      Actually, I don't think it's armor-piercing damage that is too prevalent, it's that exhaustion reduces armor making armor itself too weak. It's fine if a unit like the steam tank with an insane amount of armor is countered by armor-piercing damage. But what's not fine is that when it gets exhausted non-armor piercing damage also starts to really hurt it. (Why doesn't the tank have perfect vigor anyway lmao?)
      Well... Maybe high armor-piercing values are a bit too common.

    • @UnicornrU
      @UnicornrU 3 ปีที่แล้ว

      @@TheGlenn8 I was not aware of this game mechanic, holy shit.
      I guess the logic there is that the steam tank will eventually burn all the coal it has on board and become immobilized, turning it into a sitting duck.

  • @andriiandrii2014
    @andriiandrii2014 3 ปีที่แล้ว +3

    Extra armour is good. Armor amount is redused based on how exhausted your units are, so the longer the fight is - the weaker your resistances.

    • @shop9314
      @shop9314 3 ปีที่แล้ว

      I'm still confused on armor. If a unit has 10 armor and the unit attacking it does a base damage of 10 then it would block all the damage? And if it had armor piercing damage of 5 then it would do 5 damage?

    • @Weathnarh
      @Weathnarh 3 ปีที่แล้ว

      @@shop9314 if a unit deals 10 base damage and 10 armor piercing damage to a unit who has 20 armor.
      it will deal 10 base damage minus 10% to 20% (random number between 50% and 100% of the armor value of 20) and 10 armor piercing damage (those bypass armor).
      in this case it will do between 18 and 19 damage (10 ap + 8-9 base damage depending on the roll of armor)

  • @felixarsene
    @felixarsene 3 ปีที่แล้ว

    Legend, direct damage spells that don't specify damage types, usually, just do raw damage and can ONLY be reduced by ward save. It also has a chance of dealing said damage. For example: flock of doom has 18% chance to do damage (according to the db tables) and it can only be blocked/reduced by ward save.

    • @ludovicartu4239
      @ludovicartu4239 3 ปีที่แล้ว

      I did a lot of testing of Flock of Doom on unit with same models but different magic resistances : the ones with magic resist always took less damage than the one without, every single time.

    • @felixarsene
      @felixarsene 3 ปีที่แล้ว

      @@ludovicartu4239 yeah you are right... it does seem to do magical damage. Interesting... the more you know.

  • @henrygerber9406
    @henrygerber9406 3 ปีที่แล้ว

    Going to have to do all mechanics videos for when twwh3 is out… can’t wait

  • @luniba478
    @luniba478 3 ปีที่แล้ว

    I wonder what Legend's favourite unit is and if this video will me in finding out.
    Conclusion after the video: Legends likes Moon Dragons, Irondrakes and Sisters of Avelorn the most since he went to those multiple times during the video. The other High Elf units he likes seem to be Phoenixes, Dragon Princes and Lothern Sea Guard.

  • @Xemnas248
    @Xemnas248 3 ปีที่แล้ว

    This was super helpfull! Especially because in the german version Ward save is called Rettungszauber (translation rescue spell) so i thought it was some kind of magical resistance against casts so i avoided it. Thank you very much xD

  • @DeityBladeGaming
    @DeityBladeGaming 3 ปีที่แล้ว

    Great video. Lots of stuff I was pretty sure about, but not certain, so its great to have vague the rules crystallized for me

  • @BlackWallMute
    @BlackWallMute 3 ปีที่แล้ว +4

    I learned allot during this I always thought fire was added afterwards. But from what i've learned is playing with fire is dangerous and can fuck you over. also learned that from the disaster battle with the wood elves vs the high elves with the forge of daith invocation. I see that i need to redo some army lists as i go up against various factions now. Great video :D

  • @nikitaantonov2039
    @nikitaantonov2039 3 ปีที่แล้ว +22

    At last I can sleep well knowing that missiles do physical damage

  • @CaptainMarder
    @CaptainMarder 3 ปีที่แล้ว

    Thanks Legend, had no idea about that spell issue and that physical and magic were mutually exclusive.

  • @Tutel0093
    @Tutel0093 3 ปีที่แล้ว +1

    It will be amazing if when I started had videos explaining how Attack/Deffense Dmg/Resistances work.
    And some numbers for easy comparations for noobs to tell if something is good and better or not.
    Like "it's 90 armor good enough?". "it's 45 defense in need of getting any upgrades I can?"

    • @MrFartquad
      @MrFartquad 3 ปีที่แล้ว +1

      Chance to hit = 35% + ( Melee attack - Melee defense)

  • @bubbasbigblast8563
    @bubbasbigblast8563 3 ปีที่แล้ว

    Yeah, Flame Damage is still super useful with anything that has Candleflame: it's actually something that can come up in multiplayer, since Knights of the Blazing Sun can really take you by surprise when they start hitting way harder than they usually do.

  • @helphelpzombiesatemybrain8871
    @helphelpzombiesatemybrain8871 3 ปีที่แล้ว +34

    Legend, maybe you'll need to include shields and their effects into your tutorial xD great TED talk dude!

    • @meisterdra
      @meisterdra 3 ปีที่แล้ว +2

      Shield only effects on arrows. right?

    • @draegonspawn5361
      @draegonspawn5361 3 ปีที่แล้ว +2

      Shield are more complicated. They apply against some projectiles, not all. And they only apply sith facing. And then they treat the missiles as a miss. So shields are more akin to missile defense (like melee attack/defense)

    • @Greenvd
      @Greenvd 3 ปีที่แล้ว +1

      it's a percentage chance that the missile will miss if the shield is facing the shooter. How much is the percentage is written in the tooltip.

    • @AshenVictor
      @AshenVictor 3 ปีที่แล้ว +1

      @@meisterdra They affect small arms (missiles and guns). They do not affect artillery or spells.

    • @meisterdra
      @meisterdra 3 ปีที่แล้ว

      @@AshenVictor i know that but they are so many difrent shilds

  • @canadianeh4792
    @canadianeh4792 3 ปีที่แล้ว

    Great video! Really like the tutorial videos on different game mechanics, it helps a lot. I'd love to see more!

  • @Serpicokay
    @Serpicokay 3 ปีที่แล้ว +4

    Very informative video, thanks for that it helps a lot, specially 🔥 damage.
    If people want to have detailed description of the spells there is a lovely mod for that : Vanilla Spell Damage Tooltip.
    It provides us with details of every spells/abilities by showing in the tooltip the type of damage magic/fire/physical.
    Also the cast time/radius/number of projectiles or the probabilities to deal damage for spirit leech or flock of doom.
    Light weighted mod it is nice for people who wants to understand and use the spells better too !

    • @Shero1337
      @Shero1337 3 ปีที่แล้ว +2

      It helps a lot, but isn't perfect. A lot of spells are very hard to put into words in Warhammer as some are pretty complex. Regardless it's way better then the base game tooltips, and we should have had something akin to it already in the base game.

    • @Serpicokay
      @Serpicokay 3 ปีที่แล้ว +1

      @@Shero1337 Yeah I do agree, from what I've heard they will improve that in the upcoming Warhammer 3 so we will get more accurate description of all the spells.

  • @anotherhercules2423
    @anotherhercules2423 3 ปีที่แล้ว

    Thank you, Legend! I've been trying to learn Warhammer II more so I can play on harder difficulties with less strain.

  • @KyonIsGod
    @KyonIsGod 3 ปีที่แล้ว

    Commenting so hopefully others will see this. Nice and easy explainations, appreciated the examples.

  • @Keeki95
    @Keeki95 2 ปีที่แล้ว

    One thing I am glad they did in 3 was actually listing what the spells do.

  • @fatelvis1473
    @fatelvis1473 3 ปีที่แล้ว

    That was actually very well articulated. Explain it to me like I'm 5 is my jam, even if I think you know it, I'll probably learn something

  • @janorlowski2761
    @janorlowski2761 3 ปีที่แล้ว +3

    Doesnt that basicly mean it is bad to have fire damage because more units could apply theire resitance to your attacks?

    • @LegendofTotalWar
      @LegendofTotalWar  3 ปีที่แล้ว +3

      Yes and I've been saying that for a long time

    • @skullinferoso3341
      @skullinferoso3341 3 ปีที่แล้ว

      pretty much, given the ammount of units that actually have fire weakness is pretty low having the fire modifier is more of a liability rather than a bonus, unless you are playing as Inrich or have some other way of debuffing fire resistance map wide.

    • @yuzuftazimo2157
      @yuzuftazimo2157 3 ปีที่แล้ว

      well if you're up against treemen or has a "regeneration" stat, it will be pretty much useful as it gives 25% more damage, so it's still situational

  • @rbwbr
    @rbwbr 3 ปีที่แล้ว

    I played around by modding missiles in the game, and it seem to also count a mass of the missile (my guess is this is a formula). But it's an internal stat
    I got to this conclusion when changed the mass of a bullet (I played with missle speed primarily to make them more realistic and not wet noodle speed, It turned out to be two times slower than it should be. Anyway, I set speed to 2 times bigger then it was- and missles started to drop models like they were charged by a troll or something- so I went to change a mass of a missle - and generally it was about number 2 or 3> I made it 1 and it started to make less damage).
    Just tested it out and it was ~10-15% damage difference per volley between missle mass of 1 (moded) 5 (vanila) and 500
    It appears to also be a cap of a missle mass, because 300 or 500 did not make a diference
    dunno, just interesting observations