Kampfsystem (Civ4 FFH): Unterschied zwischen den Versionen
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==Separate Attack and Defense Strengths== | ==Separate Attack and Defense Strengths== |
Aktuelle Version vom 13. April 2013, 02:48 Uhr
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Dieser Artikel erläutert das Kampfsystem in Civilization IV - Fall from Heaven. Für das gleichnamige Spielkonzept in anderen Teilen der Civilization-Reihe siehe Kampfsystem. |
Inhaltsverzeichnis
Separate Attack and Defense Strengths
Some units have different base strengths for attacking versus their base strength for defending. For example the Giant Tortoise is only strength 3 when attacking but is strength 6 when defending. Conversely, the Dwarven Chariot is 7 strength when attacking but only 4 strength when defending.
Damage Type
Instead of just having a fixed strength (what we call physical) units can get strength from any of these damage types. A wraith is now 5 strength +5 death strength, a fireball is 0 strength + 3 Fire strength. In most battles the total strength is all that will apply, so effectively a wraith is 10 strength and a fireball is 3 strength.
The difference is when resists and vulnerabilities are involved. Resists and vulnerabilities are modifiers to the damage types of the unit you are fighting. So a wood golem is 100% resistant (immune) to death. When fighting a wraith that wraith wouldn't get to calculate his death strength to his total strength, he would only be 5 strength against a wood golem. Yet that same wood golem has a -50% resistance (vulnerability) to fire, meaning a fireball is effectively 4.5 strength against him.
Most big magical creatures have multiple damage types. A fire elemental is 5 strength +5 fire strength, and is immune to fire. You can fireball a fire elemental all day long but it will never hurt it (since a fireball is all fire damage). But two fire elementals can battle each other, since they have some portion of their strength as physical damage.
This is also applied to spells. All spells now do damage according to these types and have the damage modified by the resists. A fire elemental wont be hurt by a ring of flames (without needing any special coding) and a iron golem wouldn’t be hurt by a spell that kicked out death damage.
Note that any generic strength multiplier are applied after any specific ones.
For example - if paladin (10 + 3holy) with Combat V (+100%) attack a demon with 50% holy vulnerability - how paladin strength will be calculated?
Answer:
(10 + 3 x (100%+50% (vuln))) x (100%+100% (Combat V)) = 14.5 * 2 = 29
Erfrierung
Rarely encountered or defended against
- Any creature with more than 0 Cold Strength removes any Smoke in its tile.
Todschlag
Unliving units are immune to death
Verbrennung
The most commonly encountered and resisted damage type
- Any creature with more than 3 Fire Strength has a 21% chance of adding Smoke to any tile with Forest, New Forest or Jungle.
Weihung
Generally lower boosts than other damage types, but many creatures have vulnerabilities to it
Blitzschlag
Generally lower damage than fire, but less commonly resisted
Vergiftung
Unliving units are immune to poison, living units that suffer poison damage gain the Poisoned promotion which reduces their strength and heal rate until they are fully healed, then it wears off.
Dämonisierung
Generally larger boosts but frequently resisted