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Unit special abilities overview
https://forum.emporea.org/viewtopic.php?f=11&t=1607
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Author:  Tear [ Wed Apr 09, 2014 1:57 pm ]
Post subject:  Re: Unit special abilities overview

:lol: Alfred, you force me to dig so deep into Emporea mechanics, to places where "no man has been before". :lol: But I am grateful for that, just keep asking! ;) (I am a little smarter now as well)

So I checked it with the guys, it works like this:

1) regular damage of cannons is added to common damage calculations, it gets sort of "separated" from their ability
2) regular damage from all the sources is summed, improved by all possible bonuses imaginable (it happens at this point), then split to groups of opponents..
3) hailstones are applied. ;) if relation of upkeeps allows the full power of the ability, extra 150 damage goes to archers, 15 to the druid.
4) hailstone damage (that the unit group should get) is added to the regular damage (that the unit group should get)
5) amount of killed units is calculated

Now I deserve my coffee! :shock:

Author:  Alfred [ Wed Apr 09, 2014 4:06 pm ]
Post subject:  Re: Unit special abilities overview

Excellent explanation :)

Thanks Tear!

Author:  Mariusz Niewierowski [ Thu Sep 11, 2014 5:31 pm ]
Post subject:  Re: Unit special abilities overview

Tear wrote:
Example, "comparable" strength:
300 dead knights (6000 upkeep) against 20 hellbrutes (6000 upkeep) (I just love this. :lol: :lol: )
Knights have good chances to kill 34 hellbrutes in the round

that begs the question. very hard portal can be killed by 3x hell brutes within 5 rounds. none of them ever die.
so does the dead knights in neutral camp have finger ability? its 53 of them in portal so they should kill atleast 1 brute.

Author:  Tear [ Thu Sep 11, 2014 10:42 pm ]
Post subject:  Re: Unit special abilities overview

No neutral camp units have special abilities. ;) Or any other "researchable upgrades" of any kind.

Author:  Mariusz Niewierowski [ Fri Sep 12, 2014 10:58 pm ]
Post subject:  Re: Unit special abilities overview

oh thank You. so its just a bit misleading info pop up after clicking on neutral unit its shows that they have all special abilities :)

Author:  Tear [ Tue Sep 16, 2014 12:31 pm ]
Post subject:  Re: Unit special abilities overview

:? I have a strong feeling that not only that - it is worse: when you open a camp info with neutral units of your race, you see your own upgrade there. (I am not playing right now, so if you can check it, it would be great.) :D

...anyway, i am forwarding this issue, something should be done with it, soon.

Author:  Florian Strack [ Sat Jul 16, 2016 3:13 pm ]
Post subject:  Re: Unit special abilities overview

I added the following to wikia as well:

How to verifying the efficeny of an ability
1. Go to the Details of a battle
2. select a round (even the fight was only 1 round you have to select round 1)
3. You will see small blue bubbles in the lower right corner of the unit that has an ability.
4. Move the mouse curser over the bubbles and you see how efficent that ability of that unit was in that round.

Author:  Doug 'Kemble' Rock [ Fri Jul 29, 2016 2:07 pm ]
Post subject:  Re: Unit special abilities overview

Please explain the Saurian 20% increased damage.

If I have an upkeep of 50,000. How many Saurian's in my army do I need to increase the damage of my whole army ? Just 1 ? 10? 100? 1000 ?

Author:  Tear [ Mon Aug 08, 2016 2:51 pm ]
Post subject:  Re: Unit special abilities overview

You would need 10 000 upkeep of Saurians = 100 Saurians (that leaves 40 000 upkeep for the rest of your army, it must be 50 000 together.)

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