Total War: WARHAMMER II

Total War: WARHAMMER II

Deadly Attack Dynamics
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Update: 21 Jul @ 3:41am

- Recalculated splash attacks as weapon length for more based and consistent splash
- Recalculated weapon lengths to fix some wrong big weapons given small length and splash
- Recategorized melee units for AP/non-AP units, and recalculated AP values as 2x for AP units and additional damage in base damage, creates more balance
- Velocities tuned down to 2x rifles and cannons
- Reloading 1.5x for guns and cannons

Update: 14 Jul @ 12:16pm

- Updated damage calculation to retain vanilla base damage values for guns/artillery like the calculation for arrows, instead of the 10%/90%

Update: 13 Jul @ 12:28pm

- Restored vanilla effective range for missiles since some units were skirmishing away before firing
- Enhanced calibration distance to 0.667% of vanilla calibration distance so units are more accurate
- More collision for fire weapons so they hit more models

Update: 27 Jun @ 6:03am

Major overhaul

Overhauled damage so half of the additional damage is given through bonus vs infantry/large (+ the vanilla bonus), so it adds to the unit melee attack, while removing the global melee attack bonus. This makes units more unique in their matchups and performance while giving more melee attack the more damage the unit makes, as Deadlier Monsters.

- Adjusted shield values accordingly.

- Reinstated armour multipler (10x) instead of the standardization since I managed to adjust the AR for reasonable and close enough results to manual battles.

- Applied 2x multipler to explosions in base damage only.

- Restored breath attack vanilla distance as it was causing a movement bug while activating it out of range.

Update: 16 Jun @ 2:58am

- Fixed an issue where AI won't use certain abilities and spells
- Misc attacks (spells, abilities, breath) are 1.5x faster
- Breath attacks are 67% shorter

Update: 12 Jun @ 5:46pm

Adjusted AR for less wipeouts

Update: 25 Apr @ 11:55am

- more length to great weapons as spears (1.5m)

Update: 22 Mar @ 3:09am

- Added +15 Melee defense to mitigate lethality more

Update: 20 Mar @ 9:57am

- Enhanced missile velocities: +20% overall, +50% for arrows and slings, +200% for guns
- AR retreat at 20% instead of 10%, less wipe outs.

Update: 9 Mar @ 3:32pm

Major revision:

- Damage X4 for melee and ranged for lethal 1 hit potential
- Integrated Armour Coverage as it balances the high damage output and mitigates lethality
- AR balancing changes
- Melee attack and defense +35 for more flanking damage potential
- Shields missile block chance enhanced (40-100%)
- Melee defense 20% of shields missile block chance
- Shields defense degree 60->160
- Arrow collision reduced
- Ranged units are obstructed only if 100% can't shoot
- Removed shields and armour saving chance
- Excluded 'misc' (dragon breaths) from calibration distance calculation
- Missiles total lethality potential within and outside of range
- Short range weapons are short range (0.7x), bows range slightly nerfed (0.9x)
- Some splash corrections
- Reverted non-guns base reload time to vanilla
- Tomb Barque