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Armor ignoring damage is a lot more important than it may seem at first glance. You can kill many enemies before destroying their armor with high ignoring weapons.
Orcs have the highest health/armor on average of any faction, but they get dumpstered by morale. Having a bunch of Fearsome users on your team will win big Orc fights by getting them all to Flee rather than having to kill all of them.
-Armor do protect, yes. That's their job. In some cases by quite a bit, getting to 100ish health is a tall order but the maximum hat and armor goes up to 300/320. That's why weapons that largely bypass it is very much favored in the meta.
-20 berserkers are very much lategame encounter, though I dont think it's a possible lineup. Different faction needs different approach to mop up. Anything living is generally AoE + morale break.
-What you're missing is focusing too much on the raw damage, when you should be looking at the hit chance. Being able to hit the target should be bigger priority than dealing a lot of damage to it when (if) the hit connects. Which is why it's all about spear and polearm early when your dudes stink.
So Basicly, Damage really is Limited/Caped, thanks.
Kinda dont Understand how you woul Kill Kraken and such with 1k Health, if you not field 20 Bros against them, without loosing a lot into the Meat Grinder... but thats another Question for another Day :D
You can reliably kill the Kraken with 5 men, but thats an answer for another day.
Cleavers (1H or 2H) all have a Decapitate skill that does up to +100% damage against already-damaged targets. Obviously, most enemies don't have enough HPs for such a vast bonus to be relevant once they're already injured, but you can get a very relevant and sizeable bonus against large enemies with little/no armour (as above), and the skill can be used twice per turn.
Other than that, you can get a character high on strange mushrooms to increase damage by 25%. +25% greatly increases the chance of getting a kill and activating Killing Frenzy, which'll increase damage output to +56% (1.25 x 1.25 = 1.56) and allow (e.g.) longaxes to inflict (from 2 tiles) as much damage as the basic attack of greataxes.
Even battle-whips can inflict massive HP damage to large naked enemies from long-range (3 tiles). Each hit inflicts 2 stacks of 10 bleeding, so that 2 hits per turn will leave 4 stacks of 10 bleeding, which'll last for 2 turns each if the target (e.g. a giant nachzehrer) doesn't have the Resilient perk (i.e. 8 stacks of 10 = 80 bleeding damage on top of the 30-74 direct damage from the two attacks).
And if the target has a lot of armour, 2H maces and hammers are devastating through armour.
As Turtle mentioned, what you see on the weapon tooltip is not the same as the damage on the attack tooltip. So, yes, weapon damage maxes out at around 100, but the actual delivered damage is frequently much higher.
The example of 2-H axe is a good one as it does far more damage than the weapon tooltip states due to the mechanics. Building a bro around a 2h axe can easily get you a bro that can do two one shot attacks per turn against orc berserkers.
A duelist with a high damage one handed weapon can do the same.
I got another Question aswell....
How exactly does the Game Scale Enemy Encounter Numbers(i know what a few, some and so on means) i just dont get what decides "Generaly 6 Enemys, Generaly 12 Enemys per army" and so on... On the Global Map/General Enemy Groups (i dont talk about Contracts/Locations).... Because i always end up with 1 Specific Problem.... I get 1 or 2 New Bros to train them Up or to Replace some who died... And fights become "impossible" against everything that isnt a Raider Party and Even Raider Partys get significantly more Dangerous.... because i just get swarmed... The Lvl 1 Bros nearly stand a Chance if i aint buy them High Durability Armor, or Weapons.... There basicly got 0 Kills, take Ages to Level Up or become Usefull and what usually Happens i End up in a loop of "Bleeding out of Money because Bro´s aint strongt enought yet for Higher Encounter to make Money, but the Cost of my other Bro´s is eating my, while leveling up low lvl Bro´s takes ages.
Extremly Hard that is with Replacements, but even with new Ones... My group of 4 For Example reliably fights vs 8-10 Enemys, my "New Group" of 6 shall fight 12-16 while the New Guys arnt able to deal with these Later Game Enemys....
So i kinda would like to know how do you level up reliably?
And how does the Game Scale Enemy Group Size? Is it directly linked to my Group Size?
When you already have a core team, it's best to put recruits you want to level into the back line. If you have to put them into the frontline and care about their survival, give them heavy armor.
The magic word for leveling quickly is fight density. Take all fights you think you can handle without casualties. Thugs, raiders, easy ancient dead compositions, easy Greenskin compositions, beasts, doesn't matter, fight them all if you can. Take quests, fight what you meet on the road, bust camps, anything as long as you think your guys can handle it. Avoid activities that will keep you from fighting unless you need to heal.
Quest compositions scale to your number of bros (up to the max number you can field) and their average level. Camps scale to time and nothing else, so if you want to add camps into your fights, aim for a full company to make your life easier.
Personally I grow my companies as soon as I can equip another guy somewhat decently. A full band can take many fights safely and casualties won't hurt as much.