![]() ![]() It is however still crucial to the additional layer of myth units and heroes and their interactions, though not in how they interact with regular units. This may include editing to correct spelling and grammar, and rewriting sections to ensure they are clear and concise.Ĭompared to the predecessors, small and/or specific attack bonuses are comparatively less common, and some typical specialized unit types even work without specific damage bonuses (such as Hammer ships exploiting Siege Ships low hack armor, and many siege units are effective against buildings by default thanks to the new damage type). This page may need to be cleaned up to reach a higher standard of quality. It is possible to inflict less than 1 damage per hit.For instance, the Crossbowman has a 2× multiplier against light cavalry but a 0.75× multiplier against cavalry as light cavalry is a subset of cavalry, light cavalry units actually take 1.5× more damage. All possible bonus multipliers against a unit are combined.I too was thinking about this some time ago and put it to the test and even a player that is alone gets their Team Bonus. Note: The Egyptian Siege Tower and Chinese Immortal actually switch between different attacks, instead of attacking with multiple attack types. players always get their own team bonus, the only thing that removes all bonuses is ''full tech tree'' setting. t is the duration of the attack animation in seconds (longer animations result in higher damage).k elev is the elevation multiplier, equal to 5/4 if a unit attacks above its target, 3/4 if a unit attacks below its target or 1 otherwise.If the value is lower than 1, it effectively acts as a damage penalty (such as myth units dealing half damage or less against heroes) As a direct multiplier, it no longer ignores armor but scales with attack upgrades. AttackBonus is the bonus against the category the target belongs to.This means that values of armors and attack bonuses are fractions. Attacks are subtracted by armors and then added with attack bonuses to calculate damage.Īge of Mythology and Age of Empires III use a multiplicative attack system. This means that values of armors and attack bonuses are numbers. If the attack of a unit or structure is improved with technologies, the added value is separately shown in the infobox (see image).Īge of Empires, Age of Empires II, and Age of Empires IV use an additive attack and armor system. The attack of almost all military units can be improved by researching certain technologies at various buildings. As opposed to the main attack, this bonus attack does not interact with the target's visible armor values, but with the corresponding specialized armor of the target, which is often hidden.Įxamples of such bonuses include the Halberdier and Camel Rider lines' bonus against cavalry in Age of Empires II, as well as the Cataphract's bonus against infantry in Age of Empires and Age of Empires II. Units and buildings may deal additional damage to the target based on the attack bonuses due to armor classification system which varies from game to game, and in some rare cases due to negative armor values. These attacks are blocked by the corresponding armor of the unit. The attack of a unit or building indicates the maximum (kind of) damage it can inflict upon opposing units or buildings.
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