Difference between revisions of "Percentage Calculations"
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− | + | These are notes from the Scribes page about the following [[Special Ability]] | |
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Percentages for units that increase by a given land percent do not have to be exact. For example, if the bonus is +1 for every 10%, then the unit still gets +.1 for every 1%, +.5 for every 5%, etc etc. Units above are listed in terms of the percent that will give the unit a whole number, but actual unit powers are calculated based on exact land percentages. | Percentages for units that increase by a given land percent do not have to be exact. For example, if the bonus is +1 for every 10%, then the unit still gets +.1 for every 1%, +.5 for every 5%, etc etc. Units above are listed in terms of the percent that will give the unit a whole number, but actual unit powers are calculated based on exact land percentages. |
Revision as of 22:17, 29 November 2020
These are notes from the Scribes page about the following Special Ability
Percentages for units that increase by a given land percent do not have to be exact. For example, if the bonus is +1 for every 10%, then the unit still gets +.1 for every 1%, +.5 for every 5%, etc etc. Units above are listed in terms of the percent that will give the unit a whole number, but actual unit powers are calculated based on exact land percentages.
Adept: Increases power by 1 for every 10% Wizard Guilds for defense, 10% Wizard Guilds for offense to a maximum ??? Bone Breaker: Offensive power is reduced by 1 for every 10% guard towers of defender, maximum -2. Druid: Increases power by 1 for every 20% forest (buildings inclusive) Dyrads: Increases power by 1 for every 20% forests (buildings inclusive) to a maximum of 0/7 Frostmage: Increases by 1 for every 20% mountains (buildings inclusive), maximum +3 Ice Elemental: Increases by .85 * Raw Wizard Ratio (Wizards Per Acre), maximum +3. Mystic: Increases power by 1 for every 20% forests (buildings inclusive) Rockapult: Increases by 1 for every 20% mountains (buildings inclusive), maximum +2