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− | During [[invasion]], both the attacker and the defender will lose units, except for units which are [[#Immortality_(Almost_Never_Dies)|immortal]] | + | During [[invasion]], both the attacker and the defender will lose units, except for units which are [[#Immortality_(Almost_Never_Dies)|immortal]]). |
== Offensive Casualties == | == Offensive Casualties == | ||
− | + | The invader loses 8.5% of the units required to [[break]] the target. | |
If you send 6,000 units but only 5,000 were necessary to break the target, you suffer 8.5% losses of the 5,000 units. | If you send 6,000 units but only 5,000 were necessary to break the target, you suffer 8.5% losses of the 5,000 units. | ||
− | You | + | You lose <code>5000*8.5%=425</code> and '''not''' <code>6000*8.5%=510</code> units. |
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− | and '''not''' | ||
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== Defensive Casualties == | == Defensive Casualties == | ||
− | Defensive losses start at a base | + | Defensive losses start at a base of <code>4.05%*land ratio</code>, meaning that you take less casualties if you are invaded by someone at the very top of your range. 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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− | + | They can also be increased if the attacker sends more units than required to break the target. At most, defensive casualties can be 6%. Casualties increase or decrease linearly: sending 110% of what is needed to break will cause 110% of the expected casualties as per the <code>4.05%*land ratio*modifiers</code> formula. Conversely, a [[bounce]] will reduce casualties linearly with the amount of OP sent. | |
− | + | A [[dominion]] which has been invaded recently also suffers reduced casualties. | |
+ | * First invasion: 100% (of the base). | ||
+ | * Second invasion: 80%. | ||
+ | * Third invasion: 60%. | ||
+ | * Fourth invasion: 55%. | ||
+ | * Fifth invasion: 45% | ||
+ | * Sixth invasion and more: 35%. | ||
− | + | A dominion retains its 'invaded' status for 24 hours exactly. For example, you are hit at 15:40 and 19:59 server time on one day. If someone wants to hit you at 15:30 on the next day, you will have two invasions marked, and your casualties would therefore be only 60% of normal as it would be the third invasion. However, if that invader waits until 15:41, you would only have one invasion marked on you, and thus your casualties (and their [[Prestige]] gain) would be greater. | |
− | + | == Reducing Casualties == | |
− | + | Casualty reduction bonuses are split into three types: unit bonuses, non-unit bonuses, and the recently invaded casualty reduction explained earlier. As the names suggest, the unit bonuses are inherent to the units themselves, e.g. [[Human]] Knights having -25% casualties or the various Reduced Combat Loss bonuses like [[Goblin]] Shamans, while non-unit bonuses consist of basically everything else, such as techs, racial spells, and buildings. Bonuses that fall within the same category are additive with each other. A Lycanthrope with [[Teching#The_Techs|Tactical Battle]] and 5% Shrines would have only half casualties on Garou because the -25% casualties bonuses from the tech and the buildings are both non-unit. However, cross-category bonuses are multiplicative. That same Lycanthrope's Werewolves would have total casualties of <code>0.085 * 0.5 * 0.75 = 0.031875 = 3.1875%</code> if sent on an attack. | |
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− | + | Non-unit bonuses cap at -80%, so having 16% (maxed out) Shrines and the Tactical Battle tech means you have 5% Shrines that are doing nothing to help you. | |
− | + | Casualty reductions do not work with [[Gnome]] Suicide Squads. | |
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− | Casualty reductions do not work with Gnome Suicide Squads. | ||
=== List of Casualty Reducing Bonuses === | === List of Casualty Reducing Bonuses === | ||
− | + | Offensive only: | |
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− | + | * [[Shrines]]: a rarely used building as most find that land spent on Shrines benefits you more if used for other buildings. | |
+ | * The Commander's Insight tech (10% less offensive casualties). | ||
+ | * [[Firewalker]] Salamander: -50% unit casualties on offense. | ||
− | + | Defensive only: | |
− | + | * The Tactical Battle tech (10% less defensive casualties). | |
+ | * Training Goblin Shamans or [[Icekin]] Snow Witches. Though these have the same Reduced Combat Losses as other units, they lack OP and therefore cannot be sent on attack. | ||
+ | * Being recently invaded. | ||
− | + | Both offensive and defensive: | |
− | + | * The Tactical Battle tech (25% less offensive and defensive casualties). | |
+ | * Training [[Dwarf]] Clerics or [[Troll]] Bashers. These need to be sent out in order to reduce casualties of your other troops on offense. Also, please don't train Bashers. | ||
+ | * The [[Magic#Racial_Spells|racial spell Regeneration]]. | ||
+ | * [[Nox]] Lich: -50% unit casualties. | ||
+ | * [[Halfling]] Staff Master: -40% unit casualties. | ||
+ | * Lycanthrope Werewolf: -25% offensive unit casualties, -50% defensive unit casualties. | ||
+ | * Human Knight; [[Nomad]] Blademaster; [[Sylvan]] Centaur: -25% unit casualties. | ||
== Immortality (Almost Never Dies) == | == Immortality (Almost Never Dies) == | ||
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These units suffer no casualties at all except for certain circumstances. | These units suffer no casualties at all except for certain circumstances. | ||
− | * | + | * [[Dark Elf]] Spirit Warrior: only dies if you attack targets less than 75% your size or during an [[overwhelmed bounce]] (failing an invasion by more than 15% difference in [[OP]] vs [[DP]]). |
− | + | * [[Firewalker]] Phoenix: only suffers casualties when attacked by [[Icekin]], regardless of whether the invasion is successful. | |
− | * [[ | + | * [[Spirit]] or [[Undead]] units: only die during an overwhelmed bounce, if attacking or being attacked by a [[Dwarf]] with Clerics, or if invaded by a [[Human]] or [[Nomad]] that has cast Crusade. |
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== See Also == | == See Also == |