Editing Casualties
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Defensive losses start at a base rate given by, | Defensive losses start at a base rate given by, | ||
− | <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> | + | <math>4.05%*\frac{DefenderAcres}{AttackerAcres}*\frac{AttackerOP}{DefenderDP}</math> |
− | At most, defensive casualties can be | + | 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. |