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Creatures Direct Damage
Most of the time, your creatures will deal damage by attacking enemy units with melee or ranged attacks. As could be
expected, the damage dealt in this way depends on the attacker's Attack and the defender's Defense. Leaving aside
any other modifier for now (range penalty included), the formula distinguishes two cases:
» If the attacker's Attack is higher than the opponent's Defense (A≥D):
Damage = Stack_Size * random(min_dmg, max_dmg) * [ 1 + 0.05*(A-D) ]
» Else, the attacker's Attack is lower than the opponent's Defense (A≤D):
Damage = Stack_Size * random(min_dmg, max_dmg) / [ 1 + 0.05*(D-A) ]
where:
» Stack_Size is the number of creatures in the attacking stack.
» random(min_dmg, max_dmg) is a random value in the creature's damage range, not necessarily integer (see the
example below). This can be in particular improved through the Divine Strength spell (p.190) and reduced
through the Weakness spell (p.186).
Attack - Defense +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +20 +30
Damage Multiplier 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 2.00 2.50
Attack - Defense -1 -2 -3 -4 -5 -6 -7 -8 -9 -10 -20 -30
Damage Multiplier 0.952 0.909 0.870 0.833 0.800 0.769 0.741 0.714 0.690 0.667 0.500 0.400
Note that the multiplying factor, depending on the Attack and Defense of the stacks can be greatly modified by heroes,
therefore having a huge impact on their army's effectiveness in combat. Might heroes will rely on their large Attack
and Defense being added to their creatures' respective statistics, compensating for their lack of direct spell damage. Of
course, there are numerous artifacts and spells that can modify these values, too.
Example: let's consider a stack of 10 Griffins attacking a stack of 30 Horned Demons. Griffins have Attack 7 and
Defense 5, while Horned Demons have Attack 1 and Defense 3.
First, the Griffins attack, and the damage is calculated using the first formula:
Damage = 10 * random(5, 10) * [ 1 + 0.05*(7-3) ] = 10 * random(5, 10) * 1.2
Let's say the random value is 7.8, giving a total of 93.6 damage, rounded down to 93. The blow would kill 7 Horned
Demons, leaving a stack of 23 with the last one having 11 Hit Points left out of 13.
Then the Demons would retaliate, and this time the second formula would be used:
Damage = 23 * random(1, 2) / [ 1 + 0.05*(5-1) ] = 23 * random(1, 2) / 1.2
Let's assume the random value is 1.6, leading to a damage of 30.66, rounded down to 30, killing exactly one Griffin.
Some Modifiers: there are various modifiers coming from skills and abilities that come into play as multiplying
factors. For example:
» Range Penalty: unless stated otherwise, shooters have a 50% penalty when their target is too far
(more than half the battlefield's length, as represented by the broken arrow cursor).
» Melee Penalty: shooters also usually have a penalty when forced to attack in melee. Again, that's
a 50% reduction to damage.
» Archery (Attack): damage dealt by your creatures through ranged attacks is increased by 20%,
meaning you can apply another 1.2 multiplying factor to above formulas.
» Evasion (Defense): damage dealt to your creatures by ranged attacks is reduced by 20%, effectively
multiplying the damage by 0.8.