Age of Empires II: Definitive Edition

Age of Empires II: Definitive Edition

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Damage display of castles
So my cousin and I were wondering if a 8 pierce armor Sicilian Cavallier was ok to fight under castle fire. It is not, taking well over 30 dmg per volley.

Current damage display: 11 (4). So first arrow does 11 damage, 3-4 more unknown arrows are coming. People in the world who precisely know what this actually amounts to: very few.

Suggested damage display: 44 (4). 44 dmg by 4 arrows. Damage distribution of arrows: unknown, but who cares! Especially usefull if a Turk player has 20 Canoneers in the castle and can one-shot nearly any moving unit.

Was wondering if you would like to see steps towards transparency or maybe know some 1999 engine reasons for it to stay foggy as it was.
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Showing 1-7 of 7 comments
DMg Halt Aug 10, 2022 @ 1:28pm 
11(4) = 44 . A numerical value next to another in parenthesis is the mathematical operation for multiplication.

11 damage x 4 arrows = 44 damage total.

I didn't learn until maybe a year ago that the number in parenthesis indicated the number of projectiles lol.

If you're looking for the accuracy though, I think you can find it in the advanced genie editor. You should be able to find an exact percentage in there.
Last edited by DMg Halt; Aug 10, 2022 @ 1:31pm
11 (4) actually means 11 * 4 = 44
Each arrow has 11 damage
That is easy, the problem is when secondary arrows have bonus damage, then it is a nightmare
Devang Aug 10, 2022 @ 1:58pm 
11 x 4 and 44 would mean two very different things in-game. 11 x 4 means there are four projectiles, each doing 11 damage, each being effected separately by the target unit's pierce armour. 44 would mean one projectile that does 44 damage.

It could be perhaps written better like 11 (x4) to be more intuitive. I've previously requested the same for charged attacks. For example the Urumi's attack could be written as 10+4 (+15). Currently it just gets added to the Blacksmith upgrades when charged up fully i.e. 10+19. It sometimes makes newer players think there's some sort of a bug with Coustilliers or Urumis.
I think we are getting closer to the issue, thanks!

If you tell me about 4 arrows and 11 damage, I'll expect my armor to work 4 times. But it doesn't, since the 8 pierce armor Sicilian Cavalier takes some ~35 dmg from castle fire.

If you tell me about 44 damage and *i don't care* number of arrows, I'll know what to expect.

It's the same with towers, Cho-Ku-Nus, extra Javelins on Skirms: Total damage is needed for kill assessment, number of arrows is just a nice to have.

Hidden bonus damage / armor makes that stuff really ugly, that's why I don't want to include it.
DMg Halt Aug 10, 2022 @ 2:41pm 
Buildings and units that shoot multiple projectiles have a certain Area of Effect (AoE). Like the standard onager does damage in a 3x3 tile area, I think the castle has an AoE also. Each tile can be divided up into tenths, and not all units take up the entire space of 1 tile. So a cavalier would take up more space than, say, a spearman. That might be what's happening in your sicilian cavalier scenario. And if the cavalier was moving, that could also affect it too.
Last edited by DMg Halt; Aug 10, 2022 @ 2:44pm
DesertRose92 Aug 11, 2022 @ 3:07am 
(4) = +4 arrows, so 5 in total
DMg Halt Aug 11, 2022 @ 9:34am 
Originally posted by DesertRose92:
(4) = +4 arrows, so 5 in total
Yes, I feel like an idiot now, haha.
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Date Posted: Aug 10, 2022 @ 1:13pm
Posts: 7