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Melee Defence is chance to not get hit in melee.
Armor, blocks weapon damage, but not AP.
When a hit connects, Armor acts as a mitigating factor, deciding how much HP is lost from Weapon Damage.
So if you use the Ere We Go spell - which improves Melee Attack but doesnt affect Damage - on a Goblin who is desperatly poking his pointy stick at a Dwarven Iron Breaker, its just a waste of mana. The Goblin will land more hits, but those hits will bounce right of the armor.
Conversly, if you use the Occam's Mindrazor - Which only improves Damage - on Wraiths slaughtering a Peasant Mob, thats also a waste. Wraiths already have more than enough strength to kill off the enemy. What you want is a buff to Melee Attack, so they can finish them off faster.
hit point "per" unit
armor
melee defend
Higher Defence means staying alive longer when dueling other lords, heroes, monsters and when fighting surrounded by overwhelming numbers.
Armour serves a similar role to defence with the added benefit of protecting against non AP ranged attacks. Not helpful when opposition is heavy on AP damage.
that's how i'd label them from "best to worst"
So, basically,
Hitpoints > Melee Defense > Armor
Weapon Damage > Melee Attack > Charge (at the very bottom)
Shame I screwed up a bit and put two points in my Reiksmarshall's Armor. Oh well, he's mostly just the recruiter/governer general of Reikland at this point, so it's doubtful he'll see too much combat beyond reinforcement.
Incidentally, would you give Lords and Arch Lectors horse mounts, or just keep them on foot?
yup, armour is good to have, but since every lord has ATLEAST 100 armour piercing damage, it's safer to go meelee defence first. better to not get hit at all, then taking "reduced" damage
and while some lords feel like glasscannon, the real powerhouses like grimgor, ungrim etc benefit much more from meelee attack and weapon damage then anything else
if you hit like a truck, and keep hitting like a truck then there is no lord that can match yours
weapon damage increases both base damage and armour piercing damage
a goblin big boss for example, while having weak combat stats..if you build him properly, he will have 4khp, 470+ weapon damage (with 150+ armour piercing) and depending on items on him can have both 60 meelee d efence and meelee attack) but, he's super fast
+15% speed so he can charge, hit, then run away and repeat
it's micro heavy, but very rewarding
and for lords, i rarely use mounts...allmost never even
i'm so used playing as grimgor that i don't feel the need for a mount, a small mount like a horse on the other hand can be useful for support lords/heroes, so they can strafe behind your frontline and provide their buffs/effects/pâssives to your entire line
very useful with stuff like hold the line
Its why most people, me included are in the "defensive" side of skills. To me personally its: hit points > melee defense > melee damage > melee attack (if some stupid low number like 30) > armour > melee attack (if not picked up earlier) > charge
Reasoning for this is health and the chance to completely dodge damage is too good to pass up and keeps that lord in battle a lot longer. Then increased damage because +15% coming off 300 or 400+ melee damage is huge. Armour is a bit low because lords usually have 100 or so already so a bit extra isnt that helpful.
Some lords get some wonky things like +speed which is nice and Id throw that in before melee attack, and then others get lame +melee damage vs a certain faction which is too situational for my taste.
i change my mind
Armour > HP > melee def
Melee Defense is 100% mitigation when it "works". Buffing up to a high melee defense means fewer melee hits get through to deal damage, whether it's armor piercing or not.
Armor is nice in my mind because it lowers the amount of damage received from two sources: melee AND ranged. If you expect to be taking a lot of arrow fire, armor can shore that up nicely.
HP is pure tankiness.
melee def don't caculate on splash attack or very least effect , if it does why Valfgulf (big monkey bat) win vs ironbreaker
but tree man can't kill even 3 ironbreaker (while treeman have 100 ap value)
So im under the impression if youre getting damaged by ranged the only real way to decrease that damage is by having a shield by default if your lord starts with it on foot or just take the fire and charge them if mounted. Items and weapon skills help, I wouldnt bother wasting a trait for the -10% ranged damage taken. Kinda wish that was a ward instead, thatd be useful.