Hall of Wisdom: PvP Fighting Sequence
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PvP Fighting Sequence
Warlord Pairings and striking order
If a group of Warlords from the attacking Realm meets another group of Warlords from the defending Realm, the Warlord pairings are defined by the total fighting strength of the Warlords. The Warlords with the highest fighting strength on each side face each other first, then the second-highest, and so forth.
Slot attack order
Each Warlord has 3 troop slots. When a battle begins the troop slots are being sorted so that for each Warlord the slot with the highest fighting strength is on top, then the second-highest, and finally the third-highest.
The white number under the slot shows the number of troops. The golden number inside the slot shows the current fighting strength of the slot.
For each of the 3 slot pairings, the initiative is compared and the slot with the higher initiative strikes first.
The attack order in the example above (if we consider only the Base-Initiative) is indicated with the red numbers:
Equal initiative values
When 2 competing slots have the same Initiative, the slot with the lower troop amount strikes first.
In many cases, additional effects add to the Initiative of the troops:
- Items: Initiative-Bonus Items increase the Initiative of some of the troop types attached to the Warlord.
For example, the Leather Shoes of the Warrior increase the initiative for all Infantry troops attached to this Warlord. You can find all Items of the game and their details here.
- Warlord powers: Some Warlords add additional Initiative to their army.
- Skill-tree: You can distribute skill points to skills that raise your troop's Initiative values further.
All bonuses are added to the troop's base-initiative stats before the battle begins. Then, when the order is defined, the slots strike, dealing damage to each other.
Fighting Strength for damage calculations
There are 2 terms when it comes to calculating the impact of an attack:
- Fighting Strength: The fighting strength value is used to calculate the attacking damage as well as the defense of a unit slot.
- Damage: The damage is the final value that lands on the opponent's troops, leading to troop losses.
The damage of a strike is dependant on:
- Fighting strength of the unit type in the attacking slot
- Number of units in the attacking slot
- Bonus effects from Warlord skills, level point distribution, skill tree and items
- Troop type ability (e.g. "+100% damage against Elves")
- Fighting strength of the enemy's troop types
Just like for Initiative, for the fighting strength different bonuses can apply through Warlord powers, items, or points in the skill tree. Once all bonuses are added to the base stats, a formula is executed to determine the base Damage.
Let's take the example from above. For the sake of simplicity, we are ignoring fighting strength bonuses and will look at the base stats only.
Warlord Talindra has a slot with 1250 Slaying Mantis in it. Slaying Mantis have a fighting strength of 66. Both numbers are taken into account for the damage calculation.
Once the base damage value is determined, several other steps follow before the final damage is decided. For example, Talindra's Warlord Power "Increases damage of army by 25%". This means we multiply the base damage by 1.25. Also, chances like blocking part of the damage and reflecting damage, as well as crit-strikes are applied at this point.
After calculating the effects of the Warlord power, the chance-based items are triggered next.
In our example, Talindra is wearing a Legendary Greatweapon of fortune. It means there is a 25% chance to land a crit strike. If successful the above value would be multiplied by 1.5 again.
Eventually, the final value is thrown at the enemy's 3 unit slots.
Fighting Strength for defense calculations
To determine how many units the enemy loses to this damage value, the following aspects are taken into account:
- Fighting Strength of defending units
Defense effects from defending Warlord and Items e.g.
- "Decreases damage taken by your units by 25%"
- "X% chance of blocking 30% enemy damage"
- Troop type ability of the attacker (e.g. "+100% damage against Elves")
In the example above, we have a stack of Slaying Mantis attacking the enemy. The enemy has 2 x Thunderjaws and 1 x Cratemaker. The base fighting strength stat of Thunderjaws is 140, the Cratemaker has a base Fighting Strength of 70, meaning that the base defense of the Thunderjaws is twice as high.
However, on the other hand, Slaying Mantis has the Troop ability "+100% damage against Cavalry", meaning that it's dealing twice as much damage to Thunderjaws than to Cratemaker. As a result, all 3 Slots receive the same damage and will (coincidentally) lose the same amount of troops.
When does a Warlord lose?
Each Warlord has an individual amount of Morale. This number shows, how much percent of the Warlord's troops must be defeated in order for the Warlord to retreat. For every 1% of troop losses, the Warlord loses 1 Morale point.
If the Morale drops to 0, the Warlord retreats with the remaining troops.
In a Nutshell:
The events when 2 sides initiate a fight are:
- The Warlord pairings are ordered from strongest to weakest Warlords.
Warlord slots are ordered by fighting strength of the single slots (after applying all fighting-strength-bonuses from Warlord power, items, and the skill-tree).
- Calculation of the base damage value with the respective formula.
- Add damage bonuses from Warlord powers or troop abilities
- Calculation of enemy's defense-values from the enemy's fighting strength stats (+ fighting strength bonuses + defense bonuses from Warlord powers or troop abilities)
Checks for chance-based events in the following order:
- Final damage is converted into unit losses
- For each 1% of unit losses, 1 Morale is substracted
- The first Warlord to reach 0 Morale leaves the battle
- Both Warlords are exchanged. Now, the Warlords with the second-highest fighting strength begin their battle. And the cycle begins anew.
Thanks for sharing. Was very insightful