Land units taking too much damage from shore bombardment

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Hubert Cater
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Joined: Mon Jul 22, 2013 11:42 am
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RE: Land units taking too much damage from shore bombardment

Post by Hubert Cater »

ORIGINAL: pjg100

Okay so this is how I understand the mechanics in light of Hubert's two posts. At NW0 there is a base 10% chance that the defending land unit will lose 1SP. If the 10% shot misses, there is an independent 33% chance that the defender will lose 1SP due to randomization. If the 10% shot hits, there is a 33% chance that the defender will lose either 2SP or 0SP due to randomization. Adding NW tech moves the base chance of inflicting damage up by 10% per level, but of course does not affect the randomization.

Hubert, is this correct?

Not quite:

1) 10% chance for units on top of a resource to be attacked (default is for the resource to be attacked only)

2) If the 10% chance succeeds, the normal attack against the unit is calculated and then a +/- 1 is applied on top of that for variability, i.e. normal attack value applied against a defender with an added 0, 1 or -1 for variability. This is why it is an additional 33% chance the defending land unit may take a hit as it is normally 0, plus a 1 in 3 chance that a +1 will be added to that 0.

3) Adding Naval Weaponry tech to a naval unit increases the 10% by 10 so you can go up to 30% with NW = 2.

4) Defending land units NOT on a resource are by default attacked by naval units as there is no alternative resource for the naval unit to attack, so the 10% calculation does not apply.

Hope this helps,
Hubert
pjg100
Posts: 378
Joined: Sat Apr 08, 2017 4:32 pm

RE: Land units taking too much damage from shore bombardment

Post by pjg100 »

Thanks for the explanation Hubert, it is clear now.
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