Total War: WARHAMMER III

Total War: WARHAMMER III

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Lampros Aug 12, 2024 @ 8:29pm
How does Mortis Engine damage effect really work?
Another Mortis Engine effect question: So I don't really understand how the damage itself computes. On the file it says Mortis Engine damage ("Reliquary Corruption") does 8 "damage amount" to 4 "max damaged entities." What does this mean exactly? I am seriously clueless.
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Showing 1-15 of 17 comments
I Throw Spears. Aug 12, 2024 @ 9:03pm 
Well the math is this:

8x4 = 32. This is your MAXIMUM damage across 4 entities. Entities being individual units. Think 4/100 units in a melee infantry troop being affected per second.

Each second it sometimes does less.

https://totalwarwarhammer.fandom.com/wiki/The_Reliquary_Corruption
Last edited by I Throw Spears.; Aug 12, 2024 @ 9:06pm
Lampros Aug 13, 2024 @ 4:29am 
Originally posted by I Throw Spears.:
Well the math is this:

8x4 = 32. This is your MAXIMUM damage across 4 entities. Entities being individual units. Think 4/100 units in a melee infantry troop being affected per second.

Each second it sometimes does less.

https://totalwarwarhammer.fandom.com/wiki/The_Reliquary_Corruption

Thanks for the clear explanation. Now I understand!
Lampros Aug 13, 2024 @ 9:53am 
Originally posted by I Throw Spears.:
Well the math is this:

8x4 = 32. This is your MAXIMUM damage across 4 entities. Entities being individual units. Think 4/100 units in a melee infantry troop being affected per second.

Each second it sometimes does less.

https://totalwarwarhammer.fandom.com/wiki/The_Reliquary_Corruption

Hmm, I've done some tests, and I am not really sure it's working as you explained. So I had the Mortis Engine fight a bunch of Empire trash units for 10 minutes multiple times - both with the Mortis Engine AoE damage effect on (vanilla) and completely off (modded). Each time the Mortis Engine AoE damage effect did far more excess damage than the above formula should indicate. The maximum damage according to your calculation should be 19,200 for 10 minutes. But it seems to be doing over 30,000 consistently for 10 minutes. Something's off here.
Reaver79 Aug 13, 2024 @ 10:00am 
A mortis effect, depending on the type, hit's X targets, targets is usually from 2 and all the way up to 10 models in an effected unit within the area, some are easier to position, for instance Festus does not need to be in melee, most does to activate the effects.
Note that you can hit multiple units that are in the aoe, and as such the damage you calculate if doe by 1 unit in range, will be wrong if several units are within range under your testing.

If you got the mod i recomended you the other day you can easily see how much damage is applied to each target pr. tick, and how often it ticks.
Lampros Aug 13, 2024 @ 10:02am 
Originally posted by Reaver79:
A mortis effect, depending on the type, hit's X targets, targets is usually from 2 and all the way up to 10 models in an effected unit within the area, some are easier to position, for instance Festus does not need to be in melee, most does to activate the effects.
Note that you can hit multiple units that are in the aoe, and as such the damage you calculate if doe by 1 unit in range, will be wrong if several units are within range under your testing.

If you got the mod i recomended you the other day you can easily see how much damage is applied to each target pr. tick, and how often it ticks.

Okay, I will get the mod! ;)
Lampros Aug 13, 2024 @ 10:13am 
Originally posted by Reaver79:
A mortis effect, depending on the type, hit's X targets, targets is usually from 2 and all the way up to 10 models in an effected unit within the area, some are easier to position, for instance Festus does not need to be in melee, most does to activate the effects.
Note that you can hit multiple units that are in the aoe, and as such the damage you calculate if doe by 1 unit in range, will be wrong if several units are within range under your testing.

If you got the mod i recomended you the other day you can easily see how much damage is applied to each target pr. tick, and how often it ticks.

Okay, I am doubly confused. The game files say that the effect only affects 4 entities; but the mod you referred to says it affects 7 entities? And I guess this partly - or perhaps even largely - explains the gap between expected damage output versus the actual damage output. Either way, this ability is grossly over-powered - even more so than I thought.
Reaver79 Aug 13, 2024 @ 10:18am 
There's a reason some people want mortis for all their favorite factions no matter if it fits or not, it is very powerful.
Lampros Aug 13, 2024 @ 10:30am 
Originally posted by Reaver79:
There's a reason some people want mortis for all their favorite factions no matter if it fits or not, it is very powerful.

Indeed. And it's mostly inappropriate for most.

I think maybe I am reading it wrong. If the actual Mortis Engine affects 4 entities max (for 8 damage max) according to the game files, it doesn't mean that I am only doing 32 max damage per second, because it is damaging 4 entites per every unit within range? So if 4 units are within my range (and they all contain multiple entities), then I can be doing 128 damage per second?!
[MadTs] Phyrys Aug 13, 2024 @ 10:45am 
Originally posted by Lampros:
Originally posted by Reaver79:
There's a reason some people want mortis for all their favorite factions no matter if it fits or not, it is very powerful.

Indeed. And it's mostly inappropriate for most.

I think maybe I am reading it wrong. If the actual Mortis Engine affects 4 entities max (for 8 damage max) according to the game files, it doesn't mean that I am only doing 32 max damage per second, because it is damaging 4 entites per every unit within range? So if 4 units are within my range (and they all contain multiple entities), then I can be doing 128 damage per second?!

Mainly, yes. The only saving "grace" of factions with mortis is that they tend to be more than subpar on ranged units. Said mortis are their mean to have some illusion of ranged effect on the battlefield, that you can easily delete by using real ranged on those.

Except Festus. He's unkillable and should feel bad for himself.
Last edited by [MadTs] Phyrys; Aug 13, 2024 @ 10:45am
Lampros Aug 13, 2024 @ 11:14am 
Originally posted by MadTs Phyrys:
Originally posted by Lampros:

Indeed. And it's mostly inappropriate for most.

I think maybe I am reading it wrong. If the actual Mortis Engine affects 4 entities max (for 8 damage max) according to the game files, it doesn't mean that I am only doing 32 max damage per second, because it is damaging 4 entites per every unit within range? So if 4 units are within my range (and they all contain multiple entities), then I can be doing 128 damage per second?!

Mainly, yes. The only saving "grace" of factions with mortis is that they tend to be more than subpar on ranged units. Said mortis are their mean to have some illusion of ranged effect on the battlefield, that you can easily delete by using real ranged on those.

Except Festus. He's unkillable and should feel bad for himself.

Mortis Engine itself is the biggest issue for me because it is a generic unit that both damages AND heals AND regenerates mana. It's ridiculous. As is most cases, CA should've just followed tabletop: Making it ethereal and hard to kill, but do far less damage. It's outrageous that a healing/support unit does 5x more damage than a freaking Vampire Lord when only meleeing...
Reaver79 Aug 13, 2024 @ 1:21pm 
It's a support unit, it is what it does.
It's a faction without ranged attackers.
A few ranged units can make short work of it.
Avallac Aug 13, 2024 @ 1:41pm 
Originally posted by Reaver79:
It's a support unit, it is what it does.
It's a faction without ranged attackers.
A few ranged units can make short work of it.
Vampires have the tier 1 skeleton archers and tier 2 sylvanian archers/gunners/crossbows though. Oh right even though those are in the lore they are not in vanilla.


Originally posted by Reaver79:
A mortis effect, depending on the type, hit's X targets, targets is usually from 2 and all the way up to 10 models in an effected unit within the area, some are easier to position, for instance Festus does not need to be in melee, most does to activate the effects.
Note that you can hit multiple units that are in the aoe, and as such the damage you calculate if doe by 1 unit in range, will be wrong if several units are within range under your testing.

If you got the mod i recomended you the other day you can easily see how much damage is applied to each target pr. tick, and how often it ticks.
Was the mod you were referring to Helper UI and klissans all stats meaningfully revealed?
Last edited by Avallac; Aug 13, 2024 @ 1:41pm
Talilover Aug 13, 2024 @ 1:47pm 
I just know it slaps and I get giddy whenever I see some variation of it
Avallac Aug 13, 2024 @ 1:50pm 
Originally posted by Talilover:
I just know it slaps and I get giddy whenever I see some variation of it
Unless you're playing vs a human who will just delete your mortis engine with ranged units
Talilover Aug 13, 2024 @ 1:51pm 
Originally posted by Avallac:
Originally posted by Talilover:
I just know it slaps and I get giddy whenever I see some variation of it
Unless you're playing vs a human who will just delete your mortis engine with ranged units
Counterpoint: I don't give a flying f about pvp
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Date Posted: Aug 12, 2024 @ 8:29pm
Posts: 17