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Yes
BUt it's affected by physical resistance and ward save.
Armour is blocking a lot of non AP too don't forget.
The tooltip shows the exact portion of armor-piercing vs. regular damage (and other effects)
So the unit summary where it lists "Armour-Piercing" as a property is kind of misleading. Units only have a certain portion of AP damage, even those where this doesn't show up in the summary.
Not sure what you mean with "ghosts"?
> If a unit has Magical Attacks, it ignores Physical Resistance.
> Magical Attacks are still reduced by Armor and Ward Save.
> Magic Resistance has been changed to Spell Resistance in WH3, so this doesn't reduce damage from Magical Attacks anymore.
Perhaps you are mixing this up with Flaming Attacks? These are only reduced by Fire Resistance and Ward Save. That's why Tzeentch is so powerful, with the units having both Magical and Flaming attacks (combined with Warpflame and Kindleflame)
https://twwstats.com/unitscards?units=f%3D0%26k%3Dwh_main_vmp_inf_cairn_wraiths%26m%26r%3D0%26v%3D117993925529018569&units=f%3D0%26k%3Dwh_main_vmp_cav_hexwraiths%26m%26r%3D0%26v%3D117993925529018569
100% of their damage is ap
meanwhile fire attacks arnt ap, its just normal damage that can be both ap or not, with fire vulnerability and resistance modifying it
main trait of fire damage is that it reduces regen
nothing about tzeentch is that powerful, its all in your head
https://totalwarwarhammer.fandom.com/wiki/Flaming_attacks
"This type of damage can only be reduced with Fire resistance or ward save. "
and you still need it to be magical to get past physical resist
thats just bad wording in the wiki
The wiki is wrong on occasion.
Flame damage does not convert the damage to ap. It's merely a contact effect, like poison, sundering, wailing, frostbite.
With flame reducing healing and being subject to fire resistance and weakness modifiers.
Yes, AP attacks fully ignore armour. Every unit ingame has some armor piercing in their weapon. The only unit's that have full armor piercing are ghostly unit's. Which are quite rare, with only really appearing in 2 factions.
Armour in a easy explanation works like this.
You take between half to the max value of your armour of any non ap damage source. Down to a minimum of 1. Damage cannot be reduced to anything lower then 1.
So a unit with 20 armour, will negate between 10% to 20% of non ap damage.
A unit with 50 armour will negate between 25% to 50%.
A unit of 100 will negate between 50% to 100%
A unit of 150 between 75% to 100%
A unit with 200 armour will negate 100% of non ap damage.
Again, non ap damage cannot be reduced below 1.
Even a unit with 200 armour and 90% wardsave (the max value) will still take 1 damage from any attack that connects.
Hope I explained it for you.
Maybe one more question if I may. I was wondering about the importance of model counts in each unit. I know about hitbox size and mass but does the actual number of models have any other importance except hitbox size and mass?
A unit with exact same stats would be better with more models or less?