Difference between revisions of "Casualties"

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Defensive losses start at a base rate given by,
 
Defensive losses start at a base rate given by,
  
<math>4.05%*\frac{DefenderAcres}{AttackerAcres}</math>
+
<math>3.6%*\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>4.05%*\frac{DefenderAcres}{AttackerAcres}*\frac{AttackerOP}{DefenderDP}</math>
+
<math>3.6%*\frac{DefenderAcres}{AttackerAcres}*\frac{AttackerOP}{DefenderDP}</math>
  
At most, defensive casualties can be 6%. Conversely, a [[bounce]] will reduce casualties linearly with the amount of OP sent.
+
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.
  
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: 80%.
+
* Second invasion: 75%
* Third invasion: 60%.
+
* Third invasion: 50%
* Fourth invasion: 55%.
+
* Fourth invasion and more: 25%
* Fifth invasion: 45%
+
'''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).''
* 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.
  
All of these modifiers to the base casualty rate occur '''before''' additional casualty reduction.
+
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.
  
Overwhelmed bounces (failing an invasion by more than 15%) produce zero defensive casualties.
+
Bounces failing by more than 20% produce zero defensive casualties.
  
 
== Casualty Reduction ==
 
== Casualty Reduction ==
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|-
 
|-
 
| Offensive Only
 
| Offensive Only
| [[Firewalker]] Salamander: 50% fewer casualties on offense
+
| [[Firewalker]] Salamander: 45% fewer casualties on offense
| [[Shrines]]
 
 
|-
 
|-
 
| Defensive Only
 
| Defensive Only
| [[Goblin]] Shaman: Reduces combat losses
+
| [[Lycanthrope]] Werewolf: 50% fewer casualties on defense
 +
 
 +
[[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
| [[Human]] Knight: 25% fewer casualties
+
| [[Dark Elf]] Spellblade: 15% fewer casualties
 +
 
 +
[[Human]] Knight: 25% fewer casualties
 +
 
 
[[Nomad]] Blademaster: 25% fewer casualties
 
[[Nomad]] Blademaster: 25% fewer casualties
  
[[Dwarf]] Cleric: Reduces combat losses
+
[[Nox]] Lich: 50% fewer casualties
  
[[Halfling]] Staff Master: 40% 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
  
Regeneration spell ([[troll]] only)
+
Ruby Monolith [[Wonder]]: 10% fewer casualties
 +
 
 +
Frenzy spell ([[Halfling]] only): 35 % fewer casualties
 +
 
 +
Regeneration spell (Troll only): 25% fewer casualties
  
Bloodrage spell (orc only)
+
Bloodrage spell (Orc only): 10% ''increased'' casualties
 
|}
 
|}
  
 
=== 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.
+
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.
  
 
<math>RCLreduction = \frac{RCLunit/TotalUnits}{2}</math>
 
<math>RCLreduction = \frac{RCLunit/TotalUnits}{2}</math>
  
If a dwarf send 10,000 Clerics on an attack and no additional units, their offensive casualty reduction will be
+
If a dwarf sends 10,000 Clerics on an attack and no additional units, their offensive casualty reduction will be
  
<math>RCLreduction = \frac{10,000/10,0000}{2} = 0.5 = 50% reduction</math>
+
<math>RCLreduction = \frac{10,000/10,000}{2} = 0.5 = 50% reduction</math>
  
 
If that same dwarf leaves 10,000 Clerics at home along with 10,000 miners their defensive casualty reduction will only be half of their offensive reduction,
 
If that same dwarf leaves 10,000 Clerics at home along with 10,000 miners their defensive casualty reduction will only be half of their offensive reduction,
  
<math>RCLreduction = \frac{10,000/20,0000}{2} = 0.25 = 25% reduction</math>
+
<math>RCLreduction = \frac{10,000/20,000}{2} = 0.25 = 25% reduction</math>
  
 
== Immortality (Almost Never Dies) ==
 
== Immortality (Almost Never Dies) ==
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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 ==

Latest revision as of 22:34, 3 April 2023

During invasion, both the attacker and the defender will lose units, except for units which are immortal. These lost units are referred to as casualties.

Offensive Casualties[edit]

When attacking, the invader loses a base rate of 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.

You would lose

and not

If you fail to break your target, you will suffer 8.5% casualties of the units sent on attack.

Attacking a wonder will always cause 3.5% casualties except for Gnome Suicide Squads.

Defensive Casualties[edit]

Defensive losses start at a base rate given by,

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.

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

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.

A dominion which has been invaded recently also suffers reduced casualties.

  • First invasion: 100% (of the base)
  • Second invasion: 75%
  • Third invasion: 50%
  • Fourth invasion and more: 25%

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).

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 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.

Bounces failing by more than 20% produce zero defensive casualties.

Casualty Reduction[edit]

Casualty reduction bonuses are split into two types: unit bonuses and non-unit bonuses.

As the names suggest, the unit bonuses are inherent to the units themselves, e.g. Human Knights, Nox Lich, or the various Reduced Combat Loss bonuses like Goblin Shamans. Non-unit bonuses consist of all other bonuses including techs, racial spells, and buildings.

Bonuses that fall within the same category are additive with each other. A Human with -25% casualties from techs and -25% casualties from Shrines would have only half casualties on Cavalry because both bonuses are non-unit modifiers. However, cross-category bonuses are multiplicative. That same Human's Knights, if sent on an attack, would have total casualties of

Non-unit bonuses cap at -80%; having max 16% Shrines (-80% casualties) and -25% casualties in techs means you have 5% Shrines that are above the cap and cannot apply their bonus.

Casualty reductions do not work with Gnome Suicide Squads.

List of Casualty Reducing Bonuses[edit]

Type Unit Non-Unit
Offensive Only Firewalker Salamander: 45% fewer casualties on offense
Defensive Only Lycanthrope Werewolf: 50% fewer casualties on defense

Spirit Phantom Knight: 50% fewer casualties on defense


Goblin Shaman: Reduces combat losses

Icekin Snow Witch: Reduces combat losses

Orc Voodoo Mage: Reduces combat losses

None
Offensive & Defensive Dark Elf Spellblade: 15% fewer casualties

Human Knight: 25% fewer casualties

Nomad Blademaster: 25% fewer casualties

Nox Lich: 50% fewer casualties

Sylvan Centaur: 25% fewer casualties

Undead Ghoul and Progeny: 75% fewer casualties

Dwarf Cleric: Reduces combat losses

Healer Hero: Variable reduction based on Hero level

Battle Tactics tech: 5% fewer casualties

Survivalist Mentality tech: 5% fewer casualties

Battle Commanders tech: 7.5% fewer casualties

Field Surgery tech: 7.5% fewer casualties

Ruby Monolith Wonder: 10% fewer casualties

Frenzy spell (Halfling only): 35 % fewer casualties

Regeneration spell (Troll only): 25% fewer casualties

Bloodrage spell (Orc only): 10% increased casualties

Reduced Combat Losses[edit]

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.

If a dwarf sends 10,000 Clerics on an attack and no additional units, their offensive casualty reduction will be

If that same dwarf leaves 10,000 Clerics at home along with 10,000 miners their defensive casualty reduction will only be half of their offensive reduction,

Immortality (Almost Never Dies)[edit]

Some units have a special ability which renders them immortal. The term almost never dies is used in the Scribes.

These units suffer no casualties at all except for certain circumstances.

  • Immortal units always die at the base rate of 3.5% when attacking Wonders.
  • Immortal units always die during an overwhelmed bounce (failing an invasion by more than 15% difference in OP vs DP).
  • Dark Elf Spirit Warriors die if attacking a Dwarf with Clerics, a dominion in a realm which controls the 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.

See Also[edit]