very reason why Wurzag and his ... "squishy" Savage Orcs are so badass at ANY difficulty even Legendary they do job in close combat and with his Mork upgrade they basically laugh thier ass at AP ranged attacks less so against magic ... but still 30% from upgrade does job. Non magic literally does nothing .
Just to add on, resistances stack additively, with a cap of 90%. Sisters of Averlorn do both magical and flaming damage on their ranged attacks. Say they attack Irondrakes, who have a magical resistance of 35% and a fire resistance of 70%. The resistances add up to 105%, and is capped back down to 90%. In the end the Irondrakes will take 90% less damage than a unit with no resistances. This is what happened with the Arcane Phoenix in the video, by the way. It has the 70% fire resistance as mentioned, but it also has a 20% physical resistance. It was taking 90% reduced damage against those peasant archers.
THIS! I searched for this information for quite a while but I wasnt really successful so far. Btw is there a 90% cap for regular ward save too? EDIT: Also zerk pin or at least like Chee's comment so that all can see it.
When adding resistances for the total % ward save counts as one of those, so everything added up is capped at 90%. They're all types of resistances, ward save is just unique in that it applies to all damage, where the other ones apply situationally. Gor-Rok has a 15% physical resistance and a 15% missile resistance, so he'd normally take 30% less damage from a normal missile attack. If he pops the Rok of Itza he'd gain 44% ward save, which you'd add to his resistances. He'd now take 74% reduced damage from normal missiles. If he starts getting hit with magic damage missiles though, his physical resistance will by bypassed. The damage reduction will be 59%. If he's got Lord Kroak with him he could also gain the Supreme Shield of the Old ones, which adds on another 44% ward save. Now he'd take 118% reduced damage from normal missiles, and 103% reduced damage from magical missiles which are both capped at a 90% damage reduction. It's similar for melee attacks, except the missile resistance doesn't apply. It's a 103% reduction to normal melee attacks, and an 88% reduction to magical melee attacks. As you can see, ward save is super powerful. It's good in every situation and there's no way to bypass it. That's why it's normally conferred by abilities that are only up for a limited amount of time.
@@justinchee7078 are you sure it is resistance is additive and not multiplicative? anyway, thanks, i was looking for clarification on how multiple resistance do interfere.
@@ludovicm5585 Yes, according to twwstats. If you look under a unit's resistances it says "Against every attack, all applicable resistances are added up (up to a maximum of 90, minimum of -100)"
Good plan. Some spells as well, are a bit unclear on how they will affect a unit. It might say "large explosion" but then does barely anything, even against low armour high density infantry units. Always confuses me
@@ehk5948 agreed, would love this, I definitely struggle to figure out on the fly like should I use the armor boosting one or the physical resistance boosting one.
@@user-wb7ez9ud4p Agreed. I remember hitting 1K hours thinking I finally understood enough to have a reasonable effort in campaigns. Still learning though, like with the infantry/large bonus. I had no idea it provided melee attack bonuses. This has changed how much I value those bonuses now.
Holy moly, I have had that query about whether Bonus vs Infantry et al. applies to MA as well as WS for years and I have never been able to get a solid answer, thank you so much for that! I always did wonder why some Lords have skills that give themselves like, +7 Charge Bonus. If it was only WS, it seemed really pointless for a unit that already has like 300 WS.
Shoutout to my dumbass who accidentally took Daith's army-wide flaming attack buff right before I went to war with Tyrion as the Wood Elves. Made fighting Phoenix units realllllllllly fun.
Shoutout to my dumbass who challenged the fire drake as Imrik, while the army-wide flaming attacks from the rite of Vaul were still active. Lots of fire resist in that army too. Took a ton of casualties ignoring the phoenixes while killing everything else.
Adding on to the end, it's also worth mentioning that flat added damage is not increased by any percent bonuses. For example, the +40 armor piercing damage from a weapon is NOT increased by an ability like Heroic Killing Blow. Similarly, the Vampire Counts research that adds armor piercing weapon damage to Fell Bats is not increased by any buffs or lord traits that increase weapon strength.
I always disagree with 'wooden' entities being especially weak against fire. Wood, even seasoned lumber, has a much higher flash point than flesh (made of fats, lipids, and oils) which are far more volatile, so if anything they would be resistant to fire in comparison to animals.
Congrats on puberty! But seriously these videos are super helpful. I'm a huge total war fan and still learned some new stuff in this vid, like how charge bonus ap damage is proportional.
Big thing for me here is that I didn't know increasing a unit's speed essentially gives it a small bump to charge bonus. Always thought that spells and abilities for increasing speed were kinda meh but now I'm gonna be slinging those things around on my cav left and right.
This is a MUST SEE video for anyone who is not 100% sure of all mechanics and especially newer players. Albeit for newer players first one should be about all attributes (attack, defence, etc).
2000 hours in Total War: Warhammer 2, and only NOW that I've learned that the "bonus vs large/infantry" also applies to Attack, and not just their damage. The more you know.
There is a mod out there called Vanilla Spell Damage Tooltip that may tell you. All it does is give your spell/ability tool tips actual damage numbers.
I hope they will introduce ''frost attacks'' like fire does but for ice with the Ice queen and Kislevites :D Not frost bite but a real ''increase'' damage against frosty units that could be applied by spells of that lore of magic for example.
Did the Missile strength had same effects to weapon strength? Thank You for the explanation Lord Zerkovich, I learn a lot about unit statistics now. I hope you always healthy
One hidden stat: melee attack and melee defense have a limit of 70%/30%. As in, no matter how high you get your melee attack, it will never have better than 70% chance of hitting; no matter how low you get melee defence, you will always have 30% chance of avoiding damage. This can be tested with spells (I used Arkhan with soulblight and a nehekara mage with that ultimate to drop chaos warriors to 0 melee attack, and they still caused damage)
Does flaming attacks get their damage reduced by physical resistance? I'm asking as magical fire attacks get decreased by magic resist, so it would make sense. Edit: I looked it up, it does indeed, might be worth mentioning
So do units with charge defense against large units or expert charge defense (which is basically charge defense against all) negate opposing units' charge bonuses?
Yes. As long as they are braced (completely still, and facing the direction of the charging enemy) then it acts as though they have just walked into each other. Similar to the way Zerk was describing if you moved a unit past instead of giving an attack order! Always worth checking what the enemy's charge bonus is though, occasionally a unit with expert charge defence will itself have a larger charge bonus than a cheap infantry unit, so there's times you might want to counter charge regardless of having the charge defense!
Physical also blocks fire dmg. Fire falls under physical. You could do the woods bonus for white lions and WE units. I think it’s 10% MA and MD. And I think it’s 10% MA and Accuracy for WE. Can’t remember atm.
Do more videos m8 with guides and comparations relevant to campaigns well. It’s a breath of fresh air to hear a nice humble guy instead of pricks full of them selfs like Legend that think his viewers are plebs. You quickly become my favourite RU-vidr .
Missile Resistance is not in the video but like the name said; it reduces the damage of range attack from both physical, and magical damage. Ward Save working on all types of damage. There is some oddity with flaming attack; it still counts as physical damage just with flame as a sub-type so physical resistance still reduces its damage.
You forgot to mention that Missile resist also negates magic missile spells. So trowing fireball at Morghur for example wont do anything cause he has a crazy missile resist and magic resist on top of that
Does magic attack (or flaming attack) have any interaction with armor? Like do magic attacks ignore armor? Because I usually tend to struggle with dwarf in the early campaign who are just way too resilient if not outright unbreakable on harder difficulties and magic attack would than reduce the damage of my lord if I give them a weapon, right?
Some remarks: - A high armor piercing comes with reduced melee attack, overall damage and usually requires a 2-handed weapon - so no shield or second weapon. That is how non-AP units stay competitive - Fire attacks often have a very poor AP ratio as well. So on top of Fire Resistance, it is weaker to armor - Maybe this was already mentioned in it's own video, but charge defense does negate the entire charge bonus. And units with a high charge bonus tend to require micro-intesive cycle-charging - basically bonus weapon strenght is additive, rather then multiplicative. You sum up all the modifiers and apply them once
Fire does not affect AP. I know you mean units like peasant bowmen with fire arrows but it is a matter of their base stats. A unit with high AP dmg does not lose it after getting fire buff
@@Romczy A unit that is buffed indeed mostly avoids the downside. But units that naturally deal fire damage tend to have worse AP. The peasant bowman is where you got the best comparison, but look at dwarven flame soldiers and cannons. Or any unit variant or RoR wich adds fire - AP is usually the price. Same way Anti Large and Anti Armor often has worse overall damage and melee attack.
@@Romczy Some realy hot and focussed fire can approach 1/3 AP damage. Like the flame storm or flame cannons. But lesser fire tends towards 0 AP damage. Like Burning head, Peasant bowmen and Irondrakes. Given that even a Quareller and Dwarven Warrior has 1/5-1/4 AP, that is a low amount.
If you mean the red line skills, no the army doesnt benifit from that. Those buffs stay inside the army of the leading general. If you mean something else then tell me because i have no clue what you could mean.
So, that means that, if I have a technology that increases MA for a specific unit, then a spell that increases that same MA wouldn't take into account the tech to calcuate the increase ! Even though it's a permanent bonus... Did I get that right ? Won't change my tactics and all, but a nice nugget to know ! TY ! For instance, Grom can increase WS by 100% for gobbos. But if you cast a spell to further increase WS by 20%, it will be an increase of 20% of the NON-UPGRADED damage so, half of what you might expect !
Thanks for your humor in these vids. The info is already priceless, but they would be much less interesting to watch if they were completely straight and dry.
Just a quick question, does the modifier base rule work the same with nerfs? Say you poison a unit and then nerf their WS with a spell in that order. Potentially you could get into negative territory if you stacked it enough, and that doesn't seem right, but maybe it is. Anyway great video man, I always enjoy when you dig into numbers.
There is a point we’re a unit can’t be nerfed anymore, there is a base hitting chance, that is the minimum their stats will go down, so no, yo can’t infinitely nerf units.
@@karatekan2182 The chance to hit for a unit is calculated as follows: The base chance is 40%, modified by the difference in WS and MD, but it is hard capped att minimum 10% to hit, and maximum 90% to hit. So if you have two units with 30 MA and MD facing off, they hit 40% of the time. If you buff your unit with +10 MA, that's 10% extra hit chance for a total of 50%. But even if you then debuff the enemy unit down to 0 WS versus your lords 70 MD, they'd still hit 10% of the time.
@@karatekan2182 I suppose, in theory, you could manage something akin to negative Weapon Strength, but as far as I know, it wouldn't do anything past not causing any damage on hit for whatever period of time. That said, I'm also not sure if there are enough different debuffs and interactions that would cause 0 WS without overlapping, and therefor cancelling each other out.
What about Spear infantry vs cav? How they have a defense to charge and how and when does it take effect cause i know that to get the defense that unit has to be standing still. Also when fighting against unites that have good charge is it better to have your units stationary or charging against said cav/charging unit?
Charge defense nuls the charge bonus of a unit charging to the front of the unit, if the unit is braced (standing still a few seconds will let it brace, normally there is a small animation) and not in combat already. Note that in warhammer 2 there are two separate charge defense abilities: charge defense vs Large, which only helps against charges by large models (cavalry, monsters..) and charge defense vs All which cancel the charge bonus of any unit charging it regardless of size. The vast majority of spearmen have charge defense vs large only. There is but a small selection of units with charge defense vs all. Regarding counter-charging: units with charge defense typically have pretty bad charge bonus, so against the unit size they have charge defense for it rarely makes sense to counter-charge. But since most spearmen have no charge defense against small units like infantry, you're not losing anything (numbers-wise) by charging with them against other infantry, so you may as well exploit their (tiny) charge bonus.
Great video, but two quick questions. A: Some units have the magic/fire/poison modifier on their MA, while others display it on their WS. Does that change anything, or is it just inconsistency? B: There are some units that are listed as anti infantry/large/armor piercing, but then don't actually have that bonus/a majority of armor piercing. Same as above?
A: This may just be an inconsistency, but I believe you're referring to something that happens when a unit has both a ranged and melee attack. The ranged attack may or may not have the same effects as the melee attack, and vise versa. Outside of that, pretty sure it's just a mistake rather than anything else. B: I've seen what you're referring to, and it seems to apply heavily to the anti-infantry side of things, more than anything else. While super annoying, it usually refers to a unit capable of pushing through infantry, especially when charging, due to the higher mass that the unit has in the game, while not adding any actual damage or weapon skill benefit. Outside of that, sometimes descriptions for units are a little outdated, as the unit itself has been changed in a patch, but the description has been missed.
@@quinnzalles7381 A: Nope not talking about ranged damage, I know they're different, I'll need to go find actual examples of what I'm talking about. B: And yeah I figured most of that, I believe there's a couple of shock cav out there labeled Anti Inf without having any damage bonuses. Obviously still going to hurt tho.
Hi Zerk! Awesome guide and love your content! could you please do a video on how to use chariots correctly? Mine always suck while the AIs always ransacks everything of mine. Although the recent patch made them less dangerous. Thank you!
I appreciate your videos and especially your congenial tone. Question on something I have seen conflicting information on. Do magical attacks bypass the armor of units without any physical resistance? Since those units with magical attacks usually show a spread between some base and AP damage, I would think they do not bypass armor altogether.
Magical attacks only differ from regular attacks in their interaction with magical resistance and physical resistance, they do not bypass armour. As you pointed out, magical attacks still have their damage split between base and AP, so the AP component will ignore armour, the base component will not. Either damage components will be reduced by magical resistance afterwards.
What about units that have 2 type of damage, like sisters of avelorn - fire + magic. If some enemy unit has only 1 res - fire OR magic - would it be normal reduce damage or partial? May be it depends on fire/magic damage ratio? But there is no such thing as fire/magic damage ratio in the tooltip...
Speaking of ap vs non ap, it would have been nice to mention attack speed. Non ap make more attacks than ap units in the same span of time, usually. Not the theme of this vid, but more times this is mentioned the better, considering theres no ingame info about it.
The bonus, much like charge bonus, is added to both Basic weapon damage and Armour Piercing damage. How much of each is determined by the original ratio. So, if you had 10 regular damage and 10 armour piercing damage, this would be a 50/50 ratio. If you have bonus from charging, anti-infantry, or anti-large, that bonus would then be split 50/50. So, a bonus of 10 would then be split to 5/5, giving you a final total of 15 regular and 15 armour piercing.
I think the only undead units that fall into the category are tombkings, Vampire counts/coast dont have that(I could be wrong but I am very sure they dont)
If you give a wizard a banner that grants fire damage to his attacks and he did non fire based magical spells, would they be both magical and fire damage?
Great video, Zerkovich! Also, the battle bonuses from units given chevrons ... did you have a past video that addressed that? I couldn't find it in your archives.
If a unit has a splash attack and a bonus of 15 vs infantry, will it do base + 15 split between targets OR base +15*"number of targets" split between targets?
Enjoyable video, What is or opinion regarding deploying in column instead of line? In other videos you have done it appears that being in column really has no advantage.
What about 2 types of dmg, like Sisters of Avelorn having magic AND fire dmg. If a unit has only 50% MR, what happens to the dmg? Good video man! Thx a lot, after +500hours in the game I still learn a lot from you!
Example Sister shots a 500 ap fire/magic Enemy has 10% miss resist, 20% magic resist, 10% fire resist The calculation is 500-40% (the sum of the resistances). If the enemy has 22% to fire is 500-18% (differences between the resist and the weakness). So for the most part of the cases having both flaming and magic can be bad especially against dwarves
Armor works against magical damage the same way it works against physical. Magic AP damage will ignore armor and get reduced by Magic Resist. Magic damage has no special bonus against armor, it's used to bypass Physical Resist.
I've seen sometimes in campaign that the stats on my units cards might have a red section on the bar next to the number. Now it seems like a really stupid question; clearly something is affecting that stat to be lower than its base, right? But a lot of the time I've searched and searched and never found any reason for it to be affected. Am I missing something?
What about bonuses versus large on missile damage ? I never really understood how it works.. does the bonus applies in the same way as weapon strength, but on the missile damage ?
now that you mention stacking buffs you should make a video about what bonuses stack and what doesnt. For example if i have two Dwarf engineers with extra ammo buffs for ranged units do they stack? does this apply if my lord also have ammo buffs? what about tech. What kind of bonuses to infantry also apply to the lord itself? like i remmeber using a Glade lord and im 90% sure bonuses for ammo and missile damafe for units also applied to the Glade lord herself. What about in battle bonuses? can i cast two "Ere we go" buffs on top of each other?
If it’s the same buff, like say Birona’s Timewarp, multiple castings on the same target don’t give any increased benefit. It’s only if they’re technically different buffs (Hammer of Sigmar and Grand Hammer of Sigmar, for instance, if you’ve got Volkmar and a warrior priest) that the buffs stack. Same goes for hero bonuses. Having 2 Master Engineers in one army is redundant, because the army can only benefit from one “increase mobility” skill at any given time.
@@danhaas9730 well yeah i suspected as much, but my biggest question was with the Talents/skills/whatever they called. For Example Black Orc Big boss hero has an Unlockable passive skill that boost Orc replenishment so would having multiple BOBB in one army stack the replenishment buff? I remember hearing something Similar with the Master Engineers having.. i think it was an Ammo capacity buff for your army and people stacking like three of them, i think. I imagine that could stack, the same way Wurzzag encampments give 1-2% Replenishment for Savage Orcs Factionwide and they all stack. Then again thats a Settlement not a unit.
what about units that have magical and fire attacks and are fighting units that have both magic and fire resistance.. for example dwarf irondrakes(25% magic resistance and 70% fire resistance) .. will it take 25% of its WS due to the magic resistance and then 75% of the base WS due to the resistance to fire ?
So do units that have both magical and fire attacks loose their damage against everything that has fire or magical resistance or is it split 50/50 magical/fire or hiw does that work? Kinda confused with the statement that having both can make units pretty versatile....
Do resistances stack? For example if i have 60% Magic resistance and 40% fire resistance Will i be immune to a fireball spell? Will only the greater resistance apply? Or Will they interact with one another in different ways?
In the example you gave, they won't be immune, exactly. The resistances do stack, but they cap out at 90% in total, if I recall correctly. So, with 60% MR and 40% FR, you'd ignore a total of 90% of the Fireball spell's damage, if it were to hit.
I have questions about charge. From the clip I understand that we have to leave some space for unit to taking charge bonus. The question is, what is minimum distance for unit to gain charge bonus?
The distance isn't usually very large. I believe the unit requires something like a full second to get into it's charging animation, but other than that, it's not much. You can see whether a unit is getting the buff by scrolling over the unit card as it is moving. It will have the Charging buff to leadership written in green.
i've always wanted to ask this question. when elves are fighting orc infantry is it considered bonus vs large since the orcs are bigger?.. because come ooonn... the orcs are as big as horses lol
You know, once we get to the point where someone explains every single mechanic and hidden mechanic in this game, CA should give out a diploma to that creator, cause there are college courses that have less things to learn and memorize.
I thought the lowest damage any attack can deal is 1, meaning that an attack with 0AP and 10 base damage will always do at least 1 damage regardless of armor and resistances. Also, I thought bonus damage (ie: bonus vs large) was treated as armor piercing. Am I mistaken?
Does armour have a chance to ignore base damage, or does it constantly reduce base damage, cos different places are saying different things? Thanks and happy new year.
When a unit is hit, the game randomly rolls a number between the half the Armor value and the full armor value, and that's the reduction in percent of any non-AP damage. For example, Empire Spearmen have 30 armor if I recall correctly, so it would be random between 15% and 30% reduction on every hit. This means having 100+ armor can negate basically all non-AP damage, but the higher the value, the higher the chance. At 160 armor (Steam Tank, for example), it's random between 80% and 160% meaning a high chance of negating all non-AP damage. However, there is a hard cap in the game so that no damage on a hit can ever be reduced to 0, no matter if you were to have 200 armor and 90 in all resistances, you always take at least 1 damage from a hit. So a useful way to think about armor is that the average reduction is three quarters of the armor value. Getting a buff of +20 armor would mean 15% extra damage reduction on average for non-AP damage. Hope that helps.