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m (→‎Base attributes: Changed the order of the words a bit)
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! scope="col" | Effect
 
! scope="col" | Effect
 
|-
 
|-
| Life{{Life}} || How much life the unit has.
+
| Life {{Life}} || How much life the unit has.
 
If this reaches 0, the unit is destroyed.
 
If this reaches 0, the unit is destroyed.
 
|-
 
|-
| Attack{{attack}} || The ability of the unit to attack successfully.
+
| Attack {{attack}} || The ability of the unit to attack successfully. <br>Higher attack rating means that the unit will successfully hit and critically hit more often.
Higher attack rating means that the unit will successfully hit and critically hit more often.
 
 
|-
 
|-
| Defense{{defense}} || The ability of the unit to defend itself.
+
| Defense {{defense}} || The ability of the unit to defend itself. <br>Higher defense rating means that enemy hits against this unit will be misses and partial hits more often.
Higher defense rating means that enemy hits against this unit will be misses and partial hits more often.
 
 
|-
 
|-
| Initiative{{initiative}} || How quickly this unit can act in combat.
+
| Initiative {{initiative}} || How quickly this unit can act in combat. <br>Units with higher initiative always attack before units with lower initiative.
Units with higher initiative always attack before units with lower initiative.
 
 
|-
 
|-
| Speed{{speed}} || How many movement points this unit has per turn.
+
| Speed {{speed}} || How many movement points this unit has per turn. <br>In the world map, an army can only move as fast as its slowest unit. <br>In the combat map, every unit will use its individual speed to decide how many movement points it has.
In the strategic map, an army can only move as fast as its slowest unit.
 
In the combat map, every unit will use its individual speed to decide how many movement points it has.
 
 
|-
 
|-
| Damage{{damage}} || The amount of damage inflicted by this unit on a normal hit.
+
| Damage {{damage}} || The amount of damage inflicted by this unit on a normal hit. <br>Critical hits will inflict twice this amount, and partial hits will inflict half this amount. <br>Critical and partial hit chance is determined by a combination of the attacking units Attack {{Attack}} and the defending units Defense {{Defense}}.
Critical hits will inflict twice this amount, and partial hits will inflict half this amount.
 
The major factors that decide whether a hit will be a normal hit, critical hit, or partial hit, are the Attack{{attack}} of the attacking unit and the Defense{{defense}} of the defending unit.
 
 
|-
 
|-
 
|}
 
|}
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== Defense and attack ==
 
== Defense and attack ==
   
The ratio between the defender's defense and the attacker's attack determines the probability of (critically) hitting or missing.
+
The ratio between the defender's defense and the attacker's attack determines the probability of (critically) hitting or missing, as seen in the chart below.
   
  +
[[File:Combat graph.png|800px]]
<math>r = \text{clamp} \left(2 \cdot \left(1 - \frac{\text{defense}}{\text{attack}} \right), -1, 1 \right)</math>
 
   
 
== Computing attributes ==
 
== Computing attributes ==
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Base percentage modifiers are then applied:
 
Base percentage modifiers are then applied:
* Direct (i.e. not via Capacities) modifiers from non-quest equipment.
+
* Direct modifiers (i.e. not via Capacities) from non-quest equipment.
 
* Unit level (20% for regular units per level, 10% for Heroes).
 
* Unit level (20% for regular units per level, 10% for Heroes).
   
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Equipment percentage modifiers are then applied:
 
Equipment percentage modifiers are then applied:
* Direct (i.e. not via Capacities) modifiers from quest equipment.
+
* Direct modifiers (i.e. not via Capacities) from quest equipment.
 
* Strategic resource efficiency.
 
* Strategic resource efficiency.
   

Latest revision as of 23:50, 16 May 2022

Unit Attributes[]

Attribute Name Effect
Life LifeIcon.png How much life the unit has.

If this reaches 0, the unit is destroyed.

Attack AttackIcon.png The ability of the unit to attack successfully.
Higher attack rating means that the unit will successfully hit and critically hit more often.
Defense DefenseIcon.png The ability of the unit to defend itself.
Higher defense rating means that enemy hits against this unit will be misses and partial hits more often.
Initiative InitiativeIcon.png How quickly this unit can act in combat.
Units with higher initiative always attack before units with lower initiative.
Speed SpeedIcon.png How many movement points this unit has per turn.
In the world map, an army can only move as fast as its slowest unit.
In the combat map, every unit will use its individual speed to decide how many movement points it has.
Damage DamageIcon.png The amount of damage inflicted by this unit on a normal hit.
Critical hits will inflict twice this amount, and partial hits will inflict half this amount.
Critical and partial hit chance is determined by a combination of the attacking units Attack AttackIcon.png and the defending units Defense DefenseIcon.png.

Defense and attack[]

The ratio between the defender's defense and the attacker's attack determines the probability of (critically) hitting or missing, as seen in the chart below.

Combat graph.png

Computing attributes[]

Modifiers came in three categories: base, equipment, and net. Within each category, the computation starts by summing all flat attributes. Then, any percentage modifiers are applied.

Base attributes[]

Flat base attributes are the sum of:

  • Unit type.

Base percentage modifiers are then applied:

  • Direct modifiers (i.e. not via Capacities) from non-quest equipment.
  • Unit level (20% for regular units per level, 10% for Heroes).

Equipment attributes[]

Flat equipment attributes are the sum of:

  • Direct modifiers (i.e. not via Capacities) from equipment.

Equipment percentage modifiers are then applied:

  • Direct modifiers (i.e. not via Capacities) from quest equipment.
  • Strategic resource efficiency.

Net attributes[]

Flat net attributes are the sum of:

  • Base attributes.
  • Equipment attributes.
  • Hero skills.
  • Faction traits.

Net percentage modifiers are then applied:

  • Hero skills.
  • Morale (15% per point).
  • Unit capacities, including those resulting from unit actions and from equipment.
  • Technologies.
  • Faction traits.
  • Bonuses from assimilated minor factions.
  • Other empire-wide effects.