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At most, defensive casualties can be 4.8% by oversending or due to any other factors such as wonders or spells (equivalent to oversending by 133%). Conversely, a [[bounce]] will reduce casualties linearly with the amount of OP sent. | At most, defensive casualties can be 4.8% by oversending or due to any other factors such as wonders or spells (equivalent to oversending by 133%). Conversely, a [[bounce]] will reduce casualties linearly with the amount of OP sent. | ||
− | A [[dominion]] which has been invaded recently also suffers reduced casualties. | + | A [[dominion]] which has been invaded recently also suffers reduced casualties. |
− | * First invasion: 100% (of the base) | + | * First invasion: 100% (of the base). |
− | * Second invasion: | + | * Second invasion: 80%. |
− | * Third invasion: | + | * Third invasion: 60%. |
− | * Fourth invasion | + | * Fourth invasion: 55%. |
− | + | * Fifth invasion: 45% | |
+ | * Sixth invasion and more: 35%. | ||
A dominion retains its 'invaded' status for 24 ticks beginning the tick the invasion occurs. For example, you are hit once at 15:40 you will retain a recently invaded count of 1 until 15:00 on the following day. | A dominion retains its 'invaded' status for 24 ticks beginning the tick the invasion occurs. For example, you are hit once at 15:40 you will retain a recently invaded count of 1 until 15:00 on the following day. | ||
Defensive casualties on a [[Invading#Razing|raze]] (unsuccessful attack) scale from no casualties below 80% linearly to full casualties at a failed invasion just below the offense needed to successfully invade the target. | Defensive casualties on a [[Invading#Razing|raze]] (unsuccessful attack) scale from no casualties below 80% linearly to full casualties at a failed invasion just below the offense needed to successfully invade the target. | ||
+ | |||
+ | All of these modifiers to the base casualty rate occur '''before''' additional casualty reduction. | ||
Bounces failing by more than 20% produce zero defensive casualties. | Bounces failing by more than 20% produce zero defensive casualties. | ||
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|- | |- | ||
| Offensive Only | | Offensive Only | ||
− | | [[Firewalker]] Salamander: | + | | [[Firewalker]] Salamander: 50% fewer casualties on offense |
+ | | [[Shrines]] | ||
|- | |- | ||
| Defensive Only | | Defensive Only | ||
− | | | + | | [[Goblin]] Shaman: Reduces combat losses |
− | |||
− | |||
− | |||
− | |||
− | [[Goblin]] Shaman: Reduces combat losses | ||
− | |||
[[Icekin]] Snow Witch: Reduces combat losses | [[Icekin]] Snow Witch: Reduces combat losses | ||
[[Orc]] Voodoo Mage: Reduces combat losses | [[Orc]] Voodoo Mage: Reduces combat losses | ||
− | |||
| None | | None | ||
|- | |- | ||
| Offensive & Defensive | | Offensive & Defensive | ||
− | | [[ | + | | [[Human]] Knight: 25% fewer casualties |
+ | [[Nomad]] Blademaster: 25% fewer casualties | ||
− | [[ | + | [[Dwarf]] Cleric: Reduces combat losses |
− | |||
− | |||
− | [[ | + | [[Halfling]] Staff Master: 40% fewer casualties |
[[Sylvan]] Centaur: 25% fewer casualties | [[Sylvan]] Centaur: 25% fewer casualties | ||
− | [[ | + | [[Lycanthrope]] Werewolf: 25% fewer casualties on offense, 50% fewer casualties on defense |
− | [[ | + | [[Nox]] Lich: 50% fewer casualties |
− | |||
− | |||
− | + | [[Troll]] Basher: Reduces combat losses | |
+ | | Battle Tactics [[Teching|tech]]: 5% fewer casualties | ||
Survivalist Mentality tech: 5% fewer casualties | Survivalist Mentality tech: 5% fewer casualties | ||
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Field Surgery tech: 7.5% fewer casualties | Field Surgery tech: 7.5% fewer casualties | ||
− | + | Regeneration spell ([[troll]] only) | |
− | |||
− | |||
− | |||
− | |||
− | Bloodrage spell ( | + | Bloodrage spell (orc only) |
|} | |} | ||
=== Reduced Combat Losses === | === Reduced Combat Losses === | ||
− | Units with reduced combat losses, or RCL, offer a range of casualty reduction from 0 to 50% based on what percentage of your army consists of the unit | + | Units with reduced combat losses, or RCL, offer a range of casualty reduction from 0 to 50% based on what percentage of your army consists of the unit. |
<math>RCLreduction = \frac{RCLunit/TotalUnits}{2}</math> | <math>RCLreduction = \frac{RCLunit/TotalUnits}{2}</math> | ||
− | If a dwarf | + | If a dwarf send 10,000 Clerics on an attack and no additional units, their offensive casualty reduction will be |
<math>RCLreduction = \frac{10,000/10,000}{2} = 0.5 = 50% reduction</math> | <math>RCLreduction = \frac{10,000/10,000}{2} = 0.5 = 50% reduction</math> | ||
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* [[Dark Elf]] Spirit Warriors die if attacking a [[Dwarf]] with Clerics, a dominion in a realm which controls the [[Wonder|High Clerics Tower]], or by attacking targets less than 75% your size | * [[Dark Elf]] Spirit Warriors die if attacking a [[Dwarf]] with Clerics, a dominion in a realm which controls the [[Wonder|High Clerics Tower]], or by attacking targets less than 75% your size | ||
* Firewalker Phoenix only suffer casualties when attacked by Icekin, regardless of whether the invasion is successful. | * Firewalker Phoenix only suffer casualties when attacked by Icekin, regardless of whether the invasion is successful. | ||
+ | * [[Spirit]] or [[Undead]] units will die if attacking or being attacked by a Dwarf with Clerics, attacking or being attacked by a dominion in a realm which controls the High Clerics Towers, or if invaded by a Human or Nomad that has cast [[Magic|Crusade]]. | ||
== See Also == | == See Also == |