Age of Empires II (2013)

Age of Empires II (2013)

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Combat Basics: How Damage is Calculated
By thecrazyscotsman
Ever wonder how damage is calculated? If you want to know how attack, armor, and bonus damage works, this guide is here to help.
   
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Introduction
Welcome! This mini-guide is designed to help you understand how damage is calculated during combat.

First, there are a few basics which need to be clarified. There are two kinds of attacks: melee attacks and pierce (ranged) attacks. Every single combat unit deals one (and only one) of these kinds of attacks.

Likewise, there are two kinds of armor: melee armor and pierce armor, which reduce incoming damage from the corresponding type. In-game it's represented like this:

1+2/0+2

The melee armor is the first number and the pierce armor is the second. The unit's innate (or base) armor is always shown first, and any modifiers (like Blacksmith upgrades) are after the + sign.

There are two more important numbers, but these are hidden by the game. The first is bonus damage and the second is bonus damage reduction. Bonus damage is extra damage dealt against specific unit types. The Halberdier, for example, deals significant anti-cavalry bonus damage even though their base attack is 6, and they deal even more bonus damage against War Elephants specifically.

Bonus damage reduction is a modifier applied to a specific type of incoming bonus damage (anti-cavalry, for example) only.

Complete bonus damage tables are available here:
http://steamcommunity.com/sharedfiles/filedetails/?id=641037501
Remember, attacks and bonus damage are different, just like armor and bonus damage reduction.
The Formula
Now, on to the basic formula.

(attack - armor) + (bonus damage - bonus damage reduction) = final damage

Three notes:
  • The difference of (attack - armor) can never be < 0
  • The difference of (bonus damage - bonus damage reduction) can never be < 0
  • The final sum of (attack - armor) + (bonus damage - bonus damage reduction) can never be < 1
So, a unit will always deal at least 1 damage, even if its opponent's armor is greater than the unit's attack. That minimum damage can come from either the normal attack or from bonus damage, as long as a minimum of 1 damage is done.*

Bonus damage is applied after armor reductions, and bonus damage reduction applies only to incoming bonus damage - it does not affect normal attack numbers in any way.

*I confirmed this by testing Elite Mangudai vs. Siege Ram, which has 195 pierce armor. The Mangudai dealt 4 damage per shot, but when I increased its attack to 200, the damage increased to 9 per shot. If the minimum 1 damage were being added to the bonus damage, the Mangudai should be doing 5 damage per shot instead of 4.
Examples
Some examples might make this easier to understand.**

Halberdier vs. Paladin



Fully-upgraded Halberdiers have 10 attack and do 32 bonus damage against cavalry while Paladins have 5 armor and 0 bonus damage reduction. So, if we follow the formula, the result will look like this:

(10 - 5) + (32 - 0) = damage
5 + 32 = 37

What if we change the Paladin's armor to make it greater than the Halberdier's attack? Let's change it to 12. When we do that, the Halberdier still does 32 damage. Why?

(10 - 12) + (32 - 0) = damage
0 + 32 = 32

Remember, a unit will always deal a minimum of 1 damage, so the 12 armor would normally reduce the incoming 10 attack to 1. But because bonus damage is already being applied, the game allows the normal damage to be completely nullified.

Extra armor is not applied to the bonus damage.

Halberdier vs. Elite Cataphract



Elite Cataphracts have 5 armor and 16 bonus damage reduction. If we plug in the numbers, it looks like this:

(10 - 5) + (32 - 16) = damage
5 + 16 = 21

What if the bonus damage is completely nullified by the bonus damage reduction?

Elite Genoese Crossbowman vs. Elite Cataphract



The Elite Genoese Crossbowman has 10 pierce attack and deals 7 bonus damage against cavalry, but the Elite Cataphract has 5 pierce armor and 16 bonus damage reduction.

(10 - 5) + (7 - 16) = damage
5 + 0 = 5

Now for our final example, one for you to try!

Elite Mameluke vs. Elite Cataphract and Paladin



Remember, the Mameluke deals melee damage, not pierce damage. Here are the relevant stats:
  • Elite Mameluke: 17 attack, 12 bonus damage vs. cavalry
  • Elite Cataphract: 5 armor, 16 bonus damage reduction
  • Paladin: 5 armor, 0 bonus damage reduction

The Mameluke does 12 damage vs. the Cataphract and 24 vs. the Paladin - can you figure out why?

**All units were tested at their maximum upgrade level
Conclusion
I hope this guide was helpful - please don't forget to rate up! If there are any errors, I will be happy to test out situations and then correct my guide.

If you've got questions about other combat basics, check out my other guides!

http://steamcommunity.com/sharedfiles/filedetails/?id=637133974
21 Comments
Link_16_hit Mar 8, 2016 @ 8:20am 
yeah rams have -3 melee. If you have the teutonic one tech (+4 def Melee on siege) you can see the rams only gain +1.
thecrazyscotsman  [author] Mar 7, 2016 @ 6:49pm 
Ok, thanks. And I plan on clarifying that bonus damage is class or unit specific as well as providing some additional examples to show some examples of the wide variety of bonus damage types.
Andstopher Mar 7, 2016 @ 6:44pm 
towers*
Andstopher Mar 7, 2016 @ 6:44pm 
i will test them v all the rams and report back to you. maybe each ram is different. remember battering and capped are slower so i wouldn't be surprised if they take bonus damage v bombards
Andstopher Mar 7, 2016 @ 6:42pm 
that resolves it then, good conversation. maybe in a prologue or something you can include the endless types of damage like pike, anti-elephant, siege, ram, unique, infantry, etc.
thecrazyscotsman  [author] Mar 7, 2016 @ 6:42pm 
I've only tested them vs Siege Rams, but because bombard towers do pierce damage (unlike bombard cannons, go figure) it's their 120 damage vs the pierce armor. I think that's how they solved for how effective they were against rams.
thecrazyscotsman  [author] Mar 7, 2016 @ 6:40pm 
All right, perhaps we are talking past each other. So there are 2 basic damage types...melee (although I'm leaning towards referring to it as 'crush' or 'standard' damage now to prevent confusion) and pierce. Then there's bonus damage, which is damage against a specific unit or against a specific class of unit. Halberdiers do 32 bonus damage vs cavalry, but almost twice that vs. War Elephants specifically. Bonus damage reduction, then, is also class specific. E. Cataphracts have 16 bdr vs anti-cavalry bonus damage, but not against the Samurai bonus damage vs unique units.

I do plan on expanding this guide to clarify that. I apprecite you engaging me, I think perhaps we've been talking past each other, like I said.
Andstopher Mar 7, 2016 @ 6:34pm 
also, (completely unrelated to lower comments) question:
did bombard towers ever get a bonus against rams and is it only seige rams they get crap damage against.
Andstopher Mar 7, 2016 @ 6:32pm 
to simplify, you said bonus damage against x unit, but the game views it as xname bonus damage instead of a general name. I assume it was done this way to make it easier for the coders instead of listing each unit it gets a bonus against, they can tack on one bonus type and get the bonus on ever unit it applies to.
Andstopher Mar 7, 2016 @ 6:29pm 
Im not saying you are wrong, your guide just isn't as specific to exact game mechanics from a coding standpoint. It does give you the right damage outputs, don't get me wrong, it just isn't explaining everything to the fullest extent, not that technical names of the bonuses and reductions are really that impactful, its just how the game looks at it.