Total War: WARHAMMER II

Total War: WARHAMMER II

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Dave1029 Nov 16, 2017 @ 4:36pm
Which stats mean the most?
Weapon strength? Melee attack? Defence? Armor? What do these stats actually do.
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Showing 1-9 of 9 comments
gachi is manly Nov 16, 2017 @ 4:43pm 
Melee attack/defense works like:

40% base hit chance + your melee attack - targets melee defense = your hit chance.

So if you've got 50 melee attack, and the enemy has 20 melee defense it would be:

40 + 50 -20 = 70% chance to hit.

Weapon strength is pretty obvious. Regular damage is reduced by armor, while armor piercing damage isn't. Both damage types can be reduced by % resistances such as physical, though.

Armor I'm not really sure how the calculation works.
wwolf69 Nov 16, 2017 @ 4:45pm 
Weapon STR - melee damage. If it hits, it damages as much HP
Melee attack - chance to hit, something percent-like, not sure about exact formula.
Defence - anti-attack. It's always attack vs defence, with some randomness.
Armor - damage reduction. Random, percent-based. 50 armor means that 25-50% of damage will be ignored. Armor-piercing damage ignores armor.
Charge bonus - simply added to attack, damage and leadership for short time after charge.
Falaris Nov 16, 2017 @ 4:46pm 
Okay, this is a bit complicated and I do not have all the answers.

Edit: Also, I type slower than those other guys. ;)

But:
Chance to hit = 40+melee attack-target's melee defence.
(Capped so that you won't go below a certain chance to hit/miss).

Armor reduces damage by a percentage of between 0.5 to 1 of its max value. That is, for each attack, roll a random number between 0.5 and 1, multiply that by the armor value. So, an archer with 20 armor would reduce damage between 10-20%, while one of Kroq-Gar's stegodons reduce it by between 70-140% (max 100, so 70-100%, but more than half the results are 100%+). Only regular damage is reduced, armor piercing damage goes straight through.(Both are applied regardless if the target has armor or not).

This is particularily relevant for archers, who tend to have low AP values.
Last edited by Falaris; Nov 16, 2017 @ 4:50pm
Dave1029 Nov 16, 2017 @ 4:55pm 
Thanks guys, also to keep from board spamming, is there a mod that allows for mages of all factions to be lords? I like my lord to double as a spell caster which is why I liked the vampire counts but I can't seem to find a mod that allows that.
Namhaid Nov 16, 2017 @ 5:07pm 
Originally posted by Dave1029:
Thanks guys, also to keep from board spamming, is there a mod that allows for mages of all factions to be lords? I like my lord to double as a spell caster which is why I liked the vampire counts but I can't seem to find a mod that allows that.
Not sure there is one that works for all factions, there is one that adds DE sorceress as a lord, my guess is there may be similar ones for other factions but you probably will have to search for each faction individually.
Dave1029 Nov 16, 2017 @ 5:08pm 
Originally posted by Namhaid:
Originally posted by Dave1029:
Thanks guys, also to keep from board spamming, is there a mod that allows for mages of all factions to be lords? I like my lord to double as a spell caster which is why I liked the vampire counts but I can't seem to find a mod that allows that.
Not sure there is one that works for all factions, there is one that adds DE sorceress as a lord, my guess is there may be similar ones for other factions but you probably will have to search for each faction individually.
Wish there was a big mod that did it for all factions. Would spice things up too.
Kel'Thuzad Nov 16, 2017 @ 5:40pm 
Lords that are pure casters are kind of bad anyway. Take the Master Necromancer for example, he's fragile in combat and doesnt have many advantages over a hero-level Necromancer. Far better off with a Vampire Lord.

Teclis and Morathi are exceptions because they're legendary and thus get some good gear and skills that boost their survivability.

As for stats, I think they're all equally important but some are better than others in certain situations. For example against an army of archers, you want armor more than melee defense.
Falaris Nov 16, 2017 @ 5:46pm 
Originally posted by Kel'Thuzad:
Lords that are pure casters are kind of bad anyway. Take the Master Necromancer for example, he's fragile in combat and doesnt have many advantages over a hero-level Necromancer. Far better off with a Vampire Lord.

On the subject of Vampire counts, that's doubly true since your army tends to go bye-bye if the lord dies. I'd much rater have a vampire in charge who is actually hard to kill.

More on point, no, I have not really seen any mods that do as requested.

However, I do not think it is a tremendous idea. Lots of mages doesn't work well since they all draw from the same magic pool, you just end up depleting it faster.
Namhaid Nov 16, 2017 @ 6:10pm 
Originally posted by Falaris:
Originally posted by Kel'Thuzad:
Lords that are pure casters are kind of bad anyway. Take the Master Necromancer for example, he's fragile in combat and doesnt have many advantages over a hero-level Necromancer. Far better off with a Vampire Lord.

On the subject of Vampire counts, that's doubly true since your army tends to go bye-bye if the lord dies. I'd much rater have a vampire in charge who is actually hard to kill.

More on point, no, I have not really seen any mods that do as requested.

However, I do not think it is a tremendous idea. Lots of mages doesn't work well since they all draw from the same magic pool, you just end up depleting it faster.

Its true its not a very good idea to use pure casters as generals, except LL, and some of them dont make much sense from a lore perspective (even if its possible in the TT), for most races they are supposed to be more like advisors and supporters than leaders, but some can be cool (I use the mod for the DE just so I can have a sorceress riding a dragon, I wouldnt field more than one though). Also, I welcome everything that adss variety to the lords, once you grow and have multiple stacks they feel like clones.
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Date Posted: Nov 16, 2017 @ 4:36pm
Posts: 9