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Defensive losses start at a base rate given by,
 
Defensive losses start at a base rate given by,
  
<math>3.6%*\frac{DefenderAcres}{AttackerAcres}</math>
+
<math>4.05%*\frac{DefenderAcres}{AttackerAcres}</math>
  
 
meaning that you take less casualties if you are invaded by someone at the very top of your range. The upper range of this is capped at the baseline 4.05%; you will not take increased defensive losses if you are invaded by someone smaller than you are.
 
meaning that you take less casualties if you are invaded by someone at the very top of your range. The upper range of this is capped at the baseline 4.05%; you will not take increased defensive losses if you are invaded by someone smaller than you are.
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This can also be increased if the attacker sends more units than required to break the target. Casualties increase or decrease linearly: sending 110% of what is needed to break will cause 110% of the expected casualties as per
 
This can also be increased if the attacker sends more units than required to break the target. Casualties increase or decrease linearly: sending 110% of what is needed to break will cause 110% of the expected casualties as per
  
<math>3.6%*\frac{DefenderAcres}{AttackerAcres}*\frac{AttackerOP}{DefenderDP}</math>
+
<math>4.05%*\frac{DefenderAcres}{AttackerAcres}*\frac{AttackerOP}{DefenderDP}</math>
  
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 6%. 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: 75%
+
* Second invasion: 80%.
* Third invasion: 50%
+
* Third invasion: 60%.
* Fourth invasion and more: 25%
+
* Fourth invasion: 55%.
'''Note:''' ''This invasion modifier is only applied if it is a greater reduction (and never applied as an additional reduction) than the other reductions already in effect (such as unit-based defensive losses and the land ratio modifier).''
+
* 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.
+
All of these modifiers to the base casualty rate occur '''before''' additional casualty reduction.
  
Bounces failing by more than 20% produce zero defensive casualties.
+
Overwhelmed bounces (failing an invasion by more than 15%) produce zero defensive casualties.
  
 
== Casualty Reduction ==
 
== Casualty Reduction ==
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|-
 
|-
 
| Offensive Only
 
| Offensive Only
| [[Firewalker]] Salamander: 45% fewer casualties on offense
+
| [[Firewalker]] Salamander: 50% fewer casualties on offense
 +
| [[Shrines]]
 
|-
 
|-
 
| Defensive Only
 
| Defensive Only
| [[Lycanthrope]] Werewolf: 50% fewer casualties on defense
+
| [[Goblin]] Shaman: Reduces combat losses
 
 
[[Spirit]] Phantom Knight: 50% fewer casualties on defense
 
 
 
 
 
[[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
| [[Dark Elf]] Spellblade: 15% fewer casualties
+
| [[Human]] Knight: 25% fewer casualties
 +
[[Nomad]] Blademaster: 25% fewer casualties
  
[[Human]] Knight: 25% fewer casualties
+
[[Dwarf]] Cleric: Reduces combat losses
  
[[Nomad]] Blademaster: 25% fewer casualties
+
[[Halfling]] Staff Master: 40% fewer casualties
 
 
[[Nox]] Lich: 50% fewer casualties
 
  
 
[[Sylvan]] Centaur: 25% fewer casualties
 
[[Sylvan]] Centaur: 25% fewer casualties
  
[[Undead]] Ghoul and Progeny: 75% fewer casualties
+
[[Lycanthrope]] Werewolf: 25% fewer casualties on offense, 50% fewer casualties on defense
  
[[Dwarf]] Cleric: Reduces combat losses
+
[[Nox]] Lich: 50% fewer casualties
  
| Healer [[Heroes|Hero]]: Variable reduction based on Hero level
+
[[Troll]] Basher: Reduces combat losses
 
 
Battle Tactics [[Teching|tech]]: 5% fewer casualties
 
  
 +
| 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
  
Ruby Monolith [[Wonder]]: 10% fewer casualties
+
Regeneration spell ([[troll]] only)
 
 
Frenzy spell ([[Halfling]] only): 35 % fewer casualties
 
 
 
Regeneration spell (Troll only): 25% fewer casualties
 
  
Bloodrage spell (Orc only): 10% ''increased'' casualties
+
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. Your army consists only of trained units in this calculation: draftees do not count.
+
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 sends 10,000 Clerics on an attack and no additional units, their offensive casualty reduction will be
+
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 ==

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