Difference between revisions of "Orc"
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| elite2_op = 7* | | elite2_op = 7* | ||
| elite2_dp = 2 | | elite2_dp = 2 | ||
− | | elite2_plat = | + | | elite2_plat = 1075 |
| elite2_ore = 105 | | elite2_ore = 105 | ||
− | | elite2_special = Offensive power is reduced by 1 for every 10% Guard Towers, maximum - | + | | elite2_special = Offensive power is reduced by 1 for every 10% Guard Towers, maximum -1. |
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Revision as of 23:24, 29 November 2020
Orc | |
---|---|
Aliases: | p0rc, Ork, Orx |
Introduced: | Round 15 |
Round Wins: | 0 |
Attacker: | Intermediate |
Explorer: | Not Recommended |
Converter: | Not Recommended |
Alignment: | Evil |
Land type: | Forest |
Scribes: | [1] |
Orc is one of the few races that you need to attack with in order to do well. This is because their elite DP's strength is based upon prestige and the easiest way to gain prestige is through attacking other dominions. They can be played as a fast attacker (with a large spec number) or as a slow attacker (concentrating on elites). They do not work very well as a converter or explorer. There have also been occasions where people have obtained a high amount of prestige and then un-converted to being an explorer with the strengthened DP.
Racial Bonuses
- Food Consumption: +20%
- Lumber production: +50%
Military Units
Unit | OP | DP | Platinum | Ore | Special |
---|---|---|---|---|---|
Savage | 4 | 0 | 375 | 0 | |
Guard | 0 | 3 | 300 | 25 | |
Voodoo Magi | 0 | 3* | 830 | 0 | Defensive power increases by 1 for every 500 prestige, maximum +2. Reduces combat losses. |
Bonebreaker | 7* | 2 | 1075 | 105 | Offensive power is reduced by 1 for every 10% Guard Towers, maximum -1. |
General information
Racial Spell
Bloodrage: Gives a 10% attack strength bonus, but increases offensive casualties taken by 10%.
Pros
- Cheap OP
- Once Voodoo Magi have maxed out their DP due to prestige gained, their DP is extremely cheap
- 4 point offensive spec
- Can be played extremely fast
- OP spell
Cons
- Inefficient DP until high prestige is gained
- Spell increases casualty numbers taken (see next section)
- Offensive elite's OP is reduced by target's GT percentage
Bloodrage Casualties
Though Orc's racial spell increases offensive casualties, it is not nearly as severe a penalty as it might look at first glance. For instance, take the following scenario: you attack a target with 99999 DP, using only Savages. You have 25% offensive mods without casting your racial, meaning you would need 20000 Savages to break the target. 20000*4*1.25 = 100000
Normally, you would then take 8.5% casualties on that 20000 = 1750 lost Savages.
If you cast Bloodrage, your offensive mods become 35%. You will now need 100000÷1.35÷4 = 18518.51 --> 18519
Savages to break, and you will have 1.1*8.5% = 9.35% casualties. 0.0935*18519 = 1731.5265
As you can see, you will have 1% less casualties if you cast Bloodrage, and perhaps also have some OP left home for turtle if you use Bone Breakers. However, to quote the old Dominion Wiki FAQ: this does not mean that Bloodrage reduces casualties by 1%, unless you always train 10% more OP than you need. It means that it is not worthwhile to train 10% more OP merely to avoid the increased casualties.