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Makes it really hard to gauge the effectiveness of certain units from their stats alone. I'm really not happy how CA has chosen to keep some statistics that massively impact the effectiveness of a unit (like attack interval, attack splash size, etc) and the exact calculations for resistance/armor/MA/MD work hidden. It's honestly all very confusing the way they chose to implement it.
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Going over 90% has no effect unless the enemy has ways to reduce resistances (which they basically never do except for fire and sometimes magic/missile). Something like 50% ward save, 40% physical resistance, and 40% magical resistance is effectively the same as 90% ward save.ģ0% ward save and 60% missile resistance is the same as '90% ward save' against missile attacks.ģ0% ward save and 60% fire resistance is the same as 90% ward save against fire attacks.ģ0% ward save, 30% missile resistance, and 30% fire resistance is the same as 90% ward save against fiery missile attacks.ģ0% ward, 30% magic, 30% fire against fiery magical attacks (not all fire attacks are magical). I'll also add you don't need 90% ward save. Think we missed one? Give us a Modmail and suggest new Subreddits to add to the lists! Total War Center Mod List (Not every mod, but most Overhauls)Ī guide to buildings and economy in Three Kingdoms
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