imho all "normal" archers (and even bbt) only do 1 dmg to a ram ... must be some bug caused by the chu ko nu's extra arrows letting them deal that dmg to rams ...
imho all "normal" archers (and even bbt) only do 1 dmg to a ram ... must be some bug caused by the chu ko nu's extra arrows letting them deal that dmg to rams ...
The way damage inflicted is calculated is this:
The attacker has some attacks.
The target has some armors.
If at least one attack of the attacker is same as one of the armors of the target, then damage is inflicted.
All units have both melee and pierce armor (except from trees and such weird stuff). All attackers have either melee or pierce attack (or both in the case of CKN). So damage is inflicted.
Let's take the pair of spearman and knight (spearman attacks).
List of Spearman attack types that happen to meat Knight armor types:
- Melee damage
- Cavalry attack
(Spearman also has Eagle warrior damage, Building damage and Camel damage but since Knight lacks either of them, they are not applied)
- Calculate damage from melee attack (minimum is 0): 3-2=1
- Calculate damage from cavalry attack (minimum is 0): 15-0=15
- Sum them all (minimum is 1): 15+1=16
The case of CKN vs ram is now clear. But just in case, let me give another example, that of a castle-age Plumed Archer vs a Huskarl. Both have all castle-age ups:
- Pierce attack (minimum is 0): (5+2) - (6+2) =~ 0
- Infantry attack (minimum is 0): 1-0=1
- Sum them all (minimum is 1): 0+1=1
Now, homework: someone tell me the damage a Tarkan does to a castle-age town center 11
Chu Ko Nus garrisoned in castles/tower add way too few arrows for what one would expect based on their firepower. Even villagers (or inf in Teutonic castles) add more. I think that the number of extra arrows depend on the following ratios of Unit : Building stats:
- Damage
- Range (?)
- Rate of Fire
- Accuracy
and then multiplied by the number of units garrisoned. Sometimes the formula seems to work, sometimes it seems not, but at least Thumb Ring and Chemistry increase added arrows.
Arbalests usually give 15 extra castle arrows per 20 units, EMangudai give 16 per 15 units. CKN give I think 3 or 5 per 20 units, which means that the game probably takes into account only one of the additional arrows.
Probably the same it does for villagers (Takes into account the hunter arrows). But CKN arrow, yes it has same pierce damage as hunter arrow, but fires slower, and has lower accuracy despite the higher range (does range even affect added arrows?). I think in the older AOK those CKN used to add lots of arrows, but they "fixed" for AOC. Someone may confirm this.
Good explanation of the attack/armor system. I'd like to add one thing: A unit without an armor still "has" it, at a value of 1000 - usually. There are exceptions, such as sheep, trees and hunting wolves. They get full damage from every single attack class, as their default armor (the one used for all classes that are not manually defined) is 0 instead of 1000.*
I don't think that accuracy and additional arrows get taken into account at all.
Hunters have melee attack, like Taxmen or Mamelukes.
*With this knowledge, you will now see that a unit with 1020 attack vs buildings would also deal +20 against EVERY other unit. This was an actual problem in AoK (non-Conquerors), where the default armor was at 232 instead of 1000, but elite cannon galleons had more than 232 bonus against buildings.
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