Bonus damage between Warcraft classes

Updated on Game 2024-03-15
10 answers
  1. Anonymous users2024-02-06

    Offensive and defensive relationship table:

    Light, Medium, Heavy, Fortified, Heroes, Unarmoured.

    Normal 100% 150% 100% 70% 100% 100% Piercing 200% 75% 100% 35% 50% 150% Siege 100% 50% 100% 150% 50% 150% Magic 125% 75% 200% 35% 50% 100% Mayhem 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% I guess that's what you want.

    If you don't know what the armor type is, simply stop playing Warcraft.

    The strengthened type is the city defense armor.

  2. Anonymous users2024-02-05

    Basically, it's melee and range, ranged and mage, mage and melee, and air in the air. What exactly is and what depends on the class, attack, and armor type. Ordinary gram medium armor, piercing gram light armor and no armor, magic gram heavy armor light armor and no armor, siege gram city armor and no armor.

  3. Anonymous users2024-02-04

    Injury type. Dota's Damage Types Damage types are mainly made up of an attack prefix + a damage suffix. The prefix determines whether magic resistance needs to be calculated, and the damage type of the latter determines whether magic immunity and armor are counted.

    The prefixes of the damage type are: Hero Attack (Hero Basic Attack and some magic), Spell Attack (most magic), Normal Attack (Small Prefix Soldier Attack and individual magic) Suffixes of the damage type The suffixes are: Magic Damage (can be Magically Immunity, Ignore Armor), Normal Damage (Ignore Magic Immunity, need to calculate Armor).

    Most magic is a spell attack, magic damage: only 75% spell damage to heroes, and can be immune to magic Most magic is Holy damage is a hero attack, magic damage: Deals 100% damage to heroes and can be immune to magic Holy damage Heroes' basic attacks (a) are all hero attacks, normal damage:

    Deals 100% damage to heroes, cannot be magic immunity, needs to calculate the hero's basic attack armor The magic of individual heroes is a spell attack, normal damage: deal 75% damage to heroes, and need to calculate armor, but not magic immunity.

    Generally, the type of damage of special spells is indicated in the game.

  4. Anonymous users2024-02-03

    Correspondence Type Light Medium Heavy Reinforced Hero Unarmored Normal 100% 150% 100% 70% 100% 100% Piercing 200% 75% 100% 35% 50% 150% Siege 100% 50% 100% 150% 50% 150% Magic 125% 75% 200% 35% 50% 100% Chaos 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% Heroes 100% 100% 100% 50% 100% 100% Attack type on the left and Armor type on the top.

    Also: "Attack Type: Chaos, Damage Type: Magic, so that the unit whose skill is cast deals full damage and ignores armor and magic defense?

    This one doesn't work. The attack type has nothing to do with magic, the holy armor is the best, except for the chaos attack, the damage of other attacks to the holy armor is very small, only the chaos attack has the most damage to the holy armor.

  5. Anonymous users2024-02-02

    There are more than 800 units in Warcraft, and here we only talk about the units in the battle.

    Some units have two attack types, which are listed separately. The specific attack range is in parentheses, and the minimum attack range is zero unless otherwise specified. Some units (such as:

    Gryphon) has exactly the same stats for both attack types, and the two attack types are stacked together, so what you see in the game screen is one attack type.

    Terran: [Unit].

    1.Peasant: Melee (90) (Normal Attack); Melee (66) (Cutting down trees).

    2.Infantry: Melee (90).

    3.Knight: Melee (100).

    4.Dwarven Musketeer: Ranged (400) (600 after upgrading the long-barreled musket).

    5.Mortar Squad: Long Range (1150); Long range (1150) (for buildings). Minimum attack range 250

    6.Flying machines: Long range (500) (anti-air); Melee (100) (to ground or building).

    7.Gryphon Knight: Ranged (450) (to ground); Long-range (450) (anti-air).

    8.Priest: Ranged (600).

    9.Witch: Ranged (600).

    10.Steam locomotive.

    Melee (192) (on buildings); Ranged (500) (anti-air).

    11.Magic Breaker.

    Melee (250).

    12.Dragon Eagle Knight.

    Remote (300).

    Architecture] 1Defense towers.

    Remote (700).

    2.Turret: Long range (800); Ranged (800) (for buildings).

    3.Tower of Mystery: Ranged (800).

    Heroes] 1Paladin.

    Melee (100); Ranged (500, when carrying orbs).

    2.The Great Magician.

    Remoted (600).

    3.King of the Hill.

    Melee (100); Ranged (500, when carrying orbs).

    4.Blood Mage: Ranged (600).

    Special] 1Militia: Melee (90).

    2.Water Elemental: Ranged (300).

    3.Fire Phoenix.

    Remoted (600).

  6. Anonymous users2024-02-01

    Comparison table of attack and armor types (calculation of additional armor and attack damage reduction).

    Light, Medium, Heavy, Fortified, Heroes, Unarmoured.

    Normal 100% 150% 100% 70% 100% 100%.

    Puncture 200% 75% 100% 35% 50% 150%.

    Siege 100% 50% 100% 150% 50% 150%.

    Magic 125% 75% 200% 35% 50% 100%.

    Mayhem 100% 100% 100% 100% 100% 100%.

    Skill 100% 100% 100% 100% 70% 100%.

    Heroes 100% 100% 100% 50% 100% 100%.

    Reduced or increased damage on armor:

    For specific armor, damage taken = ((armor)*armor).

    For armor reduction, taking additional attacks is calculated as follows: Attack Increase = Armor Reduction).

    An increase of 1 armor will result in less damage taken. A 10-point armor reduction increases the amount of damage taken from you.

    For example, the initial armor of the big g is 1, the damage is reduced by 6%, and after upgrading once, the armor becomes 3, according to the formula, the actual armor is 16%.

    1) If the defense is 0:

    Percentage of damage reduction (armor value * armor value * 1).

    Do you find this formula annoying? Actually, there is a reason why Blizzard is set up like this.

    Suppose a unit has the toughness of A:

    The enemy can only deal 1 - a * 6% (1 + a * 6%) damage.

    That is, it can only deal 1 ( 1 + a * 6%) damage to it.

    Therefore, the enemy has to pay 1 + a * 6% of the original damage to have the original effect.

    In other words, this unit has 1 + 6% *a health.

    That is, it increases a*6% of HP.

  7. Anonymous users2024-01-31

    Oh, it's late. It's so clear upstairs, I'll flash first.

  8. Anonymous users2024-01-30

    Hover over the attack type or armor type icon that will appear, which is the icon directly below the screen.

  9. Anonymous users2024-01-29

    You didn't say what type of monster it was, but you knew how much damage it was. Magic attacks are deducted as much damage as they are, and physical attacks are minus defense (without aura).

  10. Anonymous users2024-01-28

    What age is this?,Still playing war3.,But the guy is retro.,I like it.。

    Light, Medium, Heavy, Wall, Hero, Unarmoured.

    Normal 100% 150% 100% 70% 100% 100%.

    Puncture 200% 75% 100% 35% 50% 150%.

    Siege 100% 50% 100% 150% 50% 150%.

    Magic 125% 75% 200% 35% 50% 100%.

    Mayhem 100% 100% 100% 100% 100% 100%.

    Spells 100% 100% 100% 100% 70% 100%.

    Heroes 100% 100% 100% 50% 100% 100%.

    The important thing to remember is that (for most classes).

    1. Melee combat is a basic attack heavy armor, and the meat shield is afraid of magic attacks.

    2. Ground ranged soldiers (spiders, muskets, troll pitchers) are medium armor with the best defensive effect, but they are afraid of melee close ordinary attacks. Therefore, ranged soldiers should fight and retreat at the same time, and do not let the enemy get close.

    3. Most of the ranged attacks are piercing, but the mage is a magic attack.

    4. Ground mages and some of the troops in the dark night are unarmed, and unarmored are particularly brittle, but unarmored soldiers are generally more mobile, and they also have to move while fighting. There is no armor in the siege, so if you see that there are many mages on the opposite side, you can just send two catapults.

    5. The flying arms are all light armor, and the light armor only has the share of being beaten, because those who can fight against the air are all long-range, and most of the long-range are piercing attacks to restrain light armor, so the flying troops must not fight hard with the ground troops, and must use the terrain to fight guerrilla warfare.

    6. Chaos attacks are no different from heroes. It's better to demolish buildings in chaos.

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