Total War: WARHAMMER II

Total War: WARHAMMER II

380 ratings
Vanilla Spell Damage Tooltips
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Tags: mod, UI
File Size
Posted
Updated
1.094 MB
Jul 1, 2020 @ 9:23am
Jul 23, 2021 @ 7:25am
24 Change Notes ( view )

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Vanilla Spell Damage Tooltips

Description
This mod adds many tooltips to spells, items and abilities (inspired by the recent SFO update) which give information about the following attributes:

  • Damage (non-magic, magic, fire or armour piercing) per projectile or as constant damage for wind and vortex spells.
  • % chance of dealing damage every X seconds (e.g. spirit leech)
  • Bonus versus large (magic missiles)
  • Damage radius for vortex & wind spells (e.g. flame storm), they are relative so you can compare the damage radius of different vortex & wind spells.
  • Damage radius expansion for vortex & wind spells (e.g. plague) if the AOE radius is changing
  • Detonation damage (initial explosion damage caused by a projectile e.g. fireball)
  • Number of projectiles launched by a bombardment spell (and number of projectiles launched by each of those projectiles if applicable e.g. gyrobomber)
  • Number of volleys launched by a projectile (Mainly for breadth attacks e.g. hydra/dragon)
  • Casting delay

Other attributes that could be easily implemented but are not added as they are not important (let me know if you think its important)
  • Number of vortexes spawned
  • Movement speed in m/s^2 of wind spells
  • Whether a spell can damage walls/towers
  • More info about detonation (pushing force, radius, speed - more relevant to displacement/crowd control abilities)
  • Spread of magic missiles

Currently 1423 tooltips have been added which include:
  • All spells in the spellbook
  • All legendary lord abilities & quest item abilities
  • Many unit abilities (dragon/hydra breadth, gyrobomber etc...)
  • Army abilities (doomrocket, warp bomb, warden's cage etc...)
  • Bound spells & acrane item abilities (including sword of Khaine)

Tooltips will improve as I improve the script used to generate them however, they will never take any bonuses into account like magic resistance. (This is impossible as all spells need their own unique tooltip as there is no way to dynamically create them with scripts as far as I know)

All tooltips were generated automatically by a python script based on values stored in the game's database.
Let me know if you find any issues.

Compatibility:
This is a visual mod, nothing is overwritten (except a few localisation entries) so all mods should be compatible.
You can remove / add this mod any time to an existing save game, its no different than changing game language.

Overwritten localisation entries (Should not affect other mods):
special_ability_phases_onscreen_name_wh2_dlc14_unit_contact_poisoned_wind
special_ability_phases_onscreen_name_wh2_dlc14_unit_contact_poisoned_wind_alt
special_ability_phases_onscreen_name_wh2_dlc15_unit_contact_nightgoblin_poison
special_ability_phases_onscreen_name_wh2_main_unit_contact_souls

Source code for the generator script: https://github.com/thunder-zz/warhammer2damagetooltips
52 Comments
V Jun 20, 2023 @ 9:14pm 
Great mod, the only thing missing are all the power reserves and recharge rates on abilities and items like:

- Arcane Conduit / Greater AC
- Wand of Jet
- Power Stone
- Starwood Staff
_SharkMan__ May 29, 2023 @ 3:54am 
@Thunder , hello, I really love your mod :)

Do you plan to port it to warhammer 3?

Thank you so much
Phoenix Apr 15, 2023 @ 8:22am 
Would there be a version of this for Warhammer 3?
sgssk Apr 29, 2022 @ 8:17pm 
Ah I may get understand of it . According to my test ,direct damage spells will always try to damage all the entities of a unit ,but only success for each at a chance of xx% .
And "to xx entities" means even the spell successfully "deal" all the entities , it will damage no more than xx guys .That's why Fate of Bjuna takes so few damage to those artilleries ,'cas they usually have no more than 10 entities and each have only 18% chance to be successfully damaged .

Appreciate your work again!
sgssk Apr 25, 2022 @ 12:19am 
I wonder that is the "max damage" means the max damage to simple entity , or to the all entities in the unit? Some spell writes "max damage 300+" but takes 3000+ to someone. I mean The Fate of Bjuna
And ,is that "to xx entities" means damage multi entities at the same time?
(btw Fate of Bjuna writes "18% chance" ,is that wrong or got some little problem with my game or mod? I play the game in chinese)
Thunder  [author] Feb 5, 2022 @ 2:27am 
Regardless, based on the tooltip you would expect to wipe out 2/3rd of a unit with low entity HP which you can consider a lower bound (assuming most units stay for the whole duration) due to the way the game calculates damage.
Thunder  [author] Feb 5, 2022 @ 2:26am 
It deals 2AP /~sec and lasts 20 seconds so 40AP/entity. Since most entities have a low entity HP, if they stand in the plague the whole time almost the entire unit gets wiped out.

Suppose you are casting plague on 1 unit of Clanrats which have 160 entities on ultra unit sclale. Every entity has 8 base + 52 bonus HP (60 HP total, 60*160=9600HP total which is shown in the unit card)

Suppose plague hits all units for 20 seconds, that is 40*160=6400 damage dealt (This applies to square formations since the vortex is expanding from the middle, you don't hit all entities for the entire 20 seconds).
So the remaining HP of the unit is 9600-6400=3200. That is 3200/60=~53 entities out of 160.

If you test it in a custom battle you can get way better results than 53 entities remaining, depending on your unit formation. The damage seems to be inflated due to the vortex expanding during the cast (There could be some extra ticks of damage which is not indicated).
Nekzar Feb 4, 2022 @ 4:24pm 
Can you explain the description of Plague, it says it deals 2 damage to every entity, so I completely skipped picking it. Sounds like best case scenario is 600 damage on weak units. However I later saw a video from Legendoftotalwar saying it's the best vortex spell, wut.
Sledjer Jan 6, 2022 @ 6:17pm 
I think it would be great if you could add an indicator if it can damage walls/towers. (Only if it can, no need to indicate that it cannot)
HolyCrab Sep 22, 2021 @ 3:15pm 
Don't mind my pervious post, wrong info.