How to calculate Warhammer 2 anti big

Updated on Game 2024-06-19
2 answers
  1. Anonymous users2024-02-12

    Warhammer 2 Anti-Big Calculation Method:

    Assuming that the attacker has 100 points of damage, of which 50 is armor piercing, the damage type is magic damage with flames, and the anti-large bonus is 50 points, then when attacking large units, the damage is 150 points, of which armor piercing is 50 + 25 and the base is 50 + 25.

    The anti-large bonus is mainly to provide the troops with a bonus for large units, which can increase the hit and damage against large units, and some anti-large units will also have the ability to resist the charge of large units.

    Full Battle 2 Damage Calculation Method:

    Let's calculate the resistance first, and the resistance is increased to a maximum of 90%, that is, 10% of the damage will be leaked anyway, assuming that the attacker has 100** damage, and the defender has 10 special protection, 10 physical resistance, 20 magic resistance, and 30 fire resistance, then the calculation is 100 (1 - 10% special protection - 10% physical resistance) = 80.

    If the attacker is a physical attack with fire, it is 100 (1 - 10% SP - 10% SP - 30% Fire Resistance) = 50, if the attacker is a magic attack with magic, it is 100 (1 - 10% SP - 20% MP) = 70, and if the attacker is a magic damage with fire, it is 100 (1 - 10% SP - 20% MP - 30% Fire Resistance) = 40.

    Next, the armor mechanism is added to the armor mechanism, the armor mechanism is a percentage of damage reduction, the percentage of damage reduction is a random value, the minimum value = armor value 2, the maximum value = armor (100 cap, that is, 100% damage reduction), so the expected value is 75% armor, only for "non-armor-piercing damage", whether it is magic, fire, physics will be reduced, by the way, even if 100% damage reduction, blood will be lost, because each attack has at least 1 damage, assuming that the attacker has 100 points of damage, of which 50 armor piercing, 50 base damage.

    If the defender's armor is 80 points, the defender's maximum damage reduction is 80%, the minimum damage reduction is 40%, and the average damage reduction is 60%, then the attacker's maximum damage = 50 Piercing + 50 = 80, minimum damage = 50 + 50 = 60, and expected damage is 50 + 50 40% = 70.

    Next, if the attacker has 100 points of damage, of which 50 is armor piercing, the damage type is physical damage with flames, and the defender has 80 points of armor, 10% of special protection, 10% of physical resistance, 20% magic resistance, and 30% fire resistance, then the attacker's maximum damage is [50 armor piercing (1 - 10% special protection - 10% physical resistance - 30% fire resistance) = 25] +50 base (1 - 10% special protection - 10% physical resistance - 30% fire resistance) (1 - 40%)= 15] = 40 with a minimum damage of 25 + 5 = 30.

  2. Anonymous users2024-02-11

    Resistance is maxed out to 90%, which means that 10% of the damage will be leaked anyway. Assuming the attacker has 100** damage, 10 physical resistance, 20 magic resistance, and 30 fire resistance, then the calculation is 100 1 - 10% Special Protection - 10% Physical Resistance =If the attacker is a physical attack with fire, it is 100 1 - 10% Special Protection - 10% Physical Resistance - 30% Fire Resistance 50 If the attacking team is a magical attack with magic, it is 100 1 - 10% Special Protection - 20% Magic Resist 70.

    Introduction:

    If the attacker is a magic damage with fire, it is 100 1 - 10% Special Protection - 20% Magic Resistance - 30% Fire Resistance 40 Next, the armor mechanism is a percentage of damage reduction, and the percentage of damage reduction is a random value, with a minimum of 2 armor and a maximum of 100 armor, that is, 100% damage reduction, so the expected value is 75% armor.

    It only acts on armor-piercing damage, regardless of magic fire physics, and even if it is 100% damage reduction, it will lose blood, because each attack has at least 1 damage, and the attacker has 100 damage, of which 50 armor-piercing 50 base damage, and the defender's armor is 80.

    The defender's maximum damage reduction is 80%, the minimum damage reduction is 40%, and the average damage reduction is 60%, then the attacker's maximum damage = 50 armor piercing + 50 = 80, minimum damage = 50 + 50 = 60, expected damage value is 50 + 50, 40% = 70, and then put the armor, resistance combined, assuming that the attacker has 100 damage points, of which 50 are armor piercing.

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