laut CelestialHeavens beruht der schaden auf folgenden formeln (bin leider zu müde ums zu übersetzen ;)):
A. In case the attackerâs attack skill level is greater than (or equal to) defenderâs defense skill level:
Damage = trunc [creature damage value à stack size à [1 + 0,05 à (attack-defense)] Ã
(1 + attack boosters) Ã (1 â defense boosters)]
In short: damage = trunc [base damage à N à (1 + à 0,05) à modifiers]
Command âtruncâ means that the decimal places are ignored. 15,999 is truncated to integer 15.
Th is means, each additional point in attack vs defence difference increases the damage by 5% (linear regression). The equation holds
true at least to attack-defence difference 45. The game code hints that maximal increase is 3 fold (unfortunatly, there is no conformation
from the game that the capping is triggered).
B. In case attackerâs attack skill level is less than defenderâs defense skill level
[creature damage value à stack size à [1 - (defense-attack)
Damage = trunc
(20+defense-attack)] Ã (1 + attack boosters) * (1 - defense boosters)]
In short: damage = trunc [base damage à N à [1 - / ( + 20)] à modifiers]
This means that the first point of difference ( ) gives 5% damage reduction. Each following point gives less (nonlinear regression type
1-x/(A+x)). This equation seems to give correct values up to a defence-attack diff erence of 50. From the game code, it appears that the
maximum reduction is down to 10% of the original unmodified damage left.
dazu gibt auch noch eine tabelle im CelestialHeavens Fan-Handbuch (auf s.127, vorher werden die formeln mit beispielen erklärt)
wie im text steht, höherer angriff bringt 5% mehr schaden pro punkt differenz (also doppelter schaden bei 20 unterschied)
bei höherer verteidigung ist der verlauf nichtlinear. anhaltspunkte aus der tabelle:
10 pkt unterschied -> 2/3 des schadens
20 pkt unterschied -> 1/2 des schadens
40 pkt unterschied -> 1/3 des schadens
60 pkt unterschied -> 1/4 des schadens
klingt alles sehr konfus, hoffe aber es hilft