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Numbers behind abilities

Posted: 19 Mar 2017, 18:25
by MarKr
Hello, several people asked how exactly certain abilities change stats - in numbers so here we go :).

Oh and one thing before we get started - unless I say otherwise these bonuses STACK* with any other bonuses you can get that is e.g. Veterancy, bonuses provided by cover, other abilities/upgrade effects, command auras etc.

* bonuses stack MULTIPLICATIVELY.
1=100%; If a bonus says "take 20% less damage" and other bonus says "take 15% less damage" then the result is NOT (-20%-15%) -35%, but it is "0.8*0.85=0.68" which means 32% less damage.

USA:
- Phosphorus shot (M24 Chaffee/Hellcat): Target has lowered accuracy and movement speed by 90%

Supply Yard: MP upkeep of all units reduced by 25% (this bonus is gained once the building is finished)
- 1st upgrade: MP upkeep further reduced by 28.5% (-46.375% in total)
- 2nd upgrade: MP upkeep further reduced by 28.5% (-61.659% in total)
- 3rd upgrade (Armor doc only): Fuel upkeep reduced by 33%
Weapon Support Center:
- Upgraded Bazookas (Infantry doc only): Increases penetration against tanks (effect differs based on target)
- AP Straffing run (Airborne doc only): Straffing run now uses AP bullets so it can destroy Halftracks, Armored cars, Marders, Hummels and other lightly armored targets (applies to Straffing raid called from AB HQ too) (since 5.2.0. the straffing run uses AP ammo by default)
- Sandbags I (Armor doc only): Shermans (M4, 76(W), E8, Crocodile, Calliope, ) gain +10% HP
- Sandbags II (Armor doc only): Shermans (76(W), E8) are harder to penetrate by 15% AND are 25% slower

Infantry doctrine:
Infiltration ranger's "Stun Grenade" - soldiers hit in the blast radius cannot mover nor shoot for 10 seconds. Applies to individual soldiers, not whole squad.

Assault Enginner's "Concussion grenade" - in the open a bit weaker against infantry than normal grenade but very deadly against infantry garrisoned in neutral buildings.

Ranger training (Infantry doc unlock):
- "basic" rangers: +10HP, gained experience: +50%
- Infiltration rangers: gained experience: +50%; allows them using Stun grenades and Grenade volley; replaces Sticky bombs with Satchel charges
Update 4.9.8:
- Ranger .30cal squad (deployed from Ranger truck): +10HP, gained experience: +50%
- CQB squad: +10HP, gained experience: +50%
Update 5.0.0 (I think):
Ranger squads were given +10HP by default, so the unlock no longer gives that bonus. It still gives extra XP and:
- "basic" Ranger squads take -25% damage

AB doctrine:
"Massive attack" (ability in AB HQ with an Eagle icon) - All airborne units in radius of 60 get:
- Cooldown: -40% (delay between shots reduced = shoot faster)
- Weapon reload time: -50%
- Weapon damage: +20%
- Received accuracy: +50% (easier to hit)
Lasts 20 seconds.

Airborne training:
- all airborne units take 25% less damage and gain such amount of XP they gain immediately Vet level1

Advanced training:
- soldiers in 101st, HQ and Recon squads get +5HP
- 82nd squad gets passive camo

Armor doctrine:
Combat Engineer training
- Combat Engineers:
- gain 10% more XP
- take 15% less damage
- capture points 20% faster

CW:
Heroic Charge (Lieutenant): All infantry in area of "15" gets for 15 seconds:
- damage taken -25%
- delay between shots -50%
- removed any current suppression
- harder to suppress by 80%
After 15 seconds they get for 15 seconds:
- delay between shots +200%
- reload time +200%
- length of burst -50%


Button vehicle (Tommies with Brens): Targeted vehicle gets for 20 seconds:
- lowered sight range by 99%
- Disabled weapons
- Acceleration speed -70%
- Decelaration speed +200%
For 14 seconds:
- Maximum speed lowered by 70%

Add treads on Firefly (Firefly unit upgrade):
- the tank is harder to penetrate by 20%

RAF:
Commandos offensive unlock:
- All Commandos and SAS get:
- 25% more XP from kills
- 5% more accuracy
- 5% more weapon damage

Commandos defensive unlock:
- All Commandos and SAS get:
- 25% less damage taken
- 15% less suppression taken
Update:
The defensive and offensive unlocks were changed when the veterancy system was changed. Commandos and SAS are in the category of veterancy that gives more bonuses that what standard infantry gets and so giving 2 Vet levels for free resulted in OP squads. They still get strong bonuses from veterancy and the unlocks stack with veterancy but the squads need to actually kill something to gain the veterancy.

RE:
Improved command trucks (unlock):
- Trucks produce units 15% faster, move 50% faster and receive 25% less damage

Improved emplacements (unlock):
- all emplacements gain +25% HP

Hulldown position (unlock): vehicles in Hulldown position gain:
- harder to penetrate by 15%
- take 25% less damage
- harder to hit by 15%

Sapper training II:
- RE sappers take 25% less damage and enough XP for one level

Wehrmacht:
Officer's "Supervision" ability:
For as long as the building is under Supervision all units/upgrades in it have build time reduced to half (so normally KT takes 150 seconds to build, when supervised your KT will be built in 75 seconds)

StuGIII "Assault" ability: All Grenadiers and Stormtroopers in radius of "20":
- take 30% less damage
- are 75% harder to suppress

Skirts upgrade for various tanks:
- changes armor type for the unit which makes the vehicle harder to penetrate (usually by 5-10% depending on the weapon shooting at the vehicle)
- changes "critical armor" type to one that makes the tank less probable to get certain critical hits (engine damage/destroyed or detracked - again depends on the weapon shooting at the tank)

Def doc:
Defensive training: All your infantry which is in yellow or green cover:
- takes 15% less damage
- are 20% harder to hit
- are 75% harder to suppress
(These bonuses stack with the bonuses provided by cover or any other buffs e.g. bonuses from "For the Fatherland")

For the Fatherland: For 30 seconds all your infantry in own connected sectors:
- removed any suppression from them
- take 30% less damage
- are 20% harder to hit
- are 75% harder to suppress
(Bonuses stack with other buffs)

Pioneer defensive training:
- Pioneers gain: +20HP and +50% more experience (level up faster)
Since 5.2.0:
- Pioneers gain "Advanced Repairs" ability (can repair vehicles and buildings faster)

Improved emplacements:
- All emplacements gain +25% HP

Blitzkrieg:
- Blitzkrieg tactics (unlock to the left from Stormtrooper training): For 30 seconds all your:
- tanks and vehicles:
- can crush high bushes (applies only to tanks)
- delay between shots reduced by 50% (turns Ostwind into high-calibre MG42 :D )
- maximum speed increased by 50%
- weapons reload 25% faster
- weapon accuracy is 25% lower
- infantry: - get suppressed 50% harder
- delay between shots -25%

Stormtrooper training:
- All stomtrooper units take -25% damage
Since 5.2.0:
- Stormtroopers gain the "Assault" ability (Cancels all suppression, Storms move to the target and throw a volley of grenades)

Heroic assault (can be used by Stormtrooper command squad):
On Stormtrooper units in radius of "15" for 15 seconds:
- cancels all supression
- take 80% less supression
- delay betwen shots reduced by 50%
- take 25% less damage
- move faster (to move as fast as possible they do not return fire while moving)
Penalty for next 15 seconds:
- delay between shots increased by 200%
- reloading takes 200% longer
- busts are 50% shorter
- move slower


Resource blitz: Gain immediately 900MP but for next 3minutes your MP income is decreased by 50%

Propaganda:
- Inspired assault: All your infantry for 20 seconds:
- delay between shots -40%
- weapons reload 50% faster
- damage dealt +20%
- easier to hit by 50%

- Zeal: Your Volksgrenadiers and Volksturms gain:
- when they have less than 6 soldiers in the squad:
- take 5% less damage
- are 15% harder to suppress
- are 10% more accurate
- when they have less than 4 soldiers in the squad:
- take 5% less damage
- are 25% harder to suppress
- are 10% more accurate
- delays between shots -25%
- when they have less than 3 soldiers in the squad:
- any suppression on the squad is canceled
- take 10% less damage
- are 25% harder to suppress
- are 15% more accurate
- delays between shots -75%
- weapon reloads 25% faster
- any suppression on the squad is canceled
(Each level stacks with previous)

Propaganda abilities (Officer):
Basic level:
Effect on enemy squad: accuracy lowered by 5%, shoots 5% slower, easier to hit and suppress by 5%. Lasts 20 seconds.

After the 1st Phase upgrade (in HQ):
Effect on enemy squad: accuracy lowered by 10%, shoots 10% slower, easier to hit and suppress by 10%. Lasts 20 seconds.

After the 2nd Phase upgrade (in HQ):
Effect on enemy squad: accuracy lowered by 20%, shoots 20% slower, easier to hit and suppress by 20%, maximum health lowered by 10%. Lasts 20 seconds.

Propagand "Area" Ability (used from the control pannel, can be used anywhere and affects units in a certain radius):
Basic level:
Effect on enemy squads in area: accuracy lowered by 5%, shoot 5% slower, easier to hit and suppress by 5%. Lasts 30 seconds.

After the 1st Phase upgrade (in HQ):
Effect on enemy squads in area: accuracy lowered by 10%, shoots 10% slower, easier to hit and suppress by 10%. Lasts 30 seconds.

After the 2nd Phase upgrade (in HQ):
Effect on enemy squads in area: accuracy lowered by 15%, shoots 15% slower, easier to hit and suppress by 15%, maximum health lowered by 5%. Effect on enemy vehicles in area: accuracy and reload speed lowered by 5%, moves 10% slower. Lasts 30 seconds.

After the 3rd Phase upgrade (in HQ):
Effect on enemy squads in area: accuracy lowered by 15%, shoots 15% slower, easier to hit and suppress by 15%, maximum health lowered by 5%. Effect on enemy vehicles in area: accuracy and reload speed lowered by 15%, moves 15% slower. Lasts 30 seconds.

Sector Propagand Ability (used from the control pannel, affects units in an entire sector):
Basic level:
Effect on enemy squads in sector: accuracy lowered by 5%, shoot 5% slower, easier to hit and suppress by 5%. Lasts 130 seconds.

After the 1st Phase upgrade (in HQ):
Effect on enemy squads in sector: accuracy lowered by 10%, shoots 10% slower, easier to hit and suppress by 10%. Lasts 130 seconds.

After the 2nd Phase upgrade (in HQ):
Effect on enemy squads in sector: accuracy lowered by 15%, shoots 15% slower, easier to hit and suppress by 15%, maximum health lowered by 5%. Effect on enemy vehicles in sector: accuracy and reload speed lowered by 5%, moves 10% slower. Lasts 130 seconds.

After the 3rd Phase upgrade (in HQ):
Effect on enemy squads in sector: accuracy lowered by 15%, shoots 15% slower, easier to hit and suppress by 15%, maximum health lowered by 5%. Effect on enemy vehicles in sector: accuracy and reload speed lowered by 15%, moves 15% slower. Lasts 30 seconds.

Effects of different Propaganda abilities do NOT stack! This means that applying the Propaganda ability from your Officer on a squad that is already affected by the Sector propaganda will only apply the debuff that was applied first, the second one is ignored.

Tigerophobia unlock:
Activates a passive "aura" around Tiger tanks. This aura reaches as far as Tiger gun can shoot (without ALRS). Enemy vehicles affected by this aura have a red "debuff" icon shown above them and get the following debuffs:
- Maximum speed lowered by 20%
- Main gun reloads 15% slower
- Main gun accuracy is lowered by 15%
These nerfs are NOT applied to Pershings, SP and Churchill MK VIII.

Kingtigers have the same aura but they apply these nerfs even to Pershings, SP and Churchill MK VIII.
Auras of Tigers and Kingtigers do NOT stack.

Propaganda Officer unlock:
- Enables the Officer to use Binoculars and "morale boost" ability
- Volksturm squads near the Officer gain experience 25% faster

Panzer Elite:
Infantry Support (the small building with upgrades):
- Supplies: Infantry in your HQ sector will passively heal and cooldown on their abilities is reduced by approximately 90%. Also if you transform any neutral building into "Reinforcement point" this building will heal soldiers around too.

- Field Craft: Panzer Grenadiers, Assault Grenadiers and Tank-busters capture sectors 67%faster

- Veteran Sergeant: Panzer Grenadiers, Assault Grenadiers and Tank-busters are 25% harder to suppress and gain experience 25% faster

Luft:
Defensive bonus (to the left from the Luft Command squad):
- Adds +10 HP to Fallshirmjägers and Command Squad
- Gebirgsjägers in cover (yellow or green) gain defense bonuses:
-- take 15% less damage
-- are 20% harder to hit
-- are 75% harder to suppress

Veterancy training (to the right from the Luft Command squad):
- Gebirgs and Fallshirms gain Vet1
- Gebirgs and Fallshirms take 25% less damage

Sabotage:
- appart from sabotaging points, Fallshirms will also capture points 70% faster

Panzer Support:
Double AT effort:
- Your Tank busters get second Panzerschreck and use "Panzerfaust 100" instead of "Panzerfaust 60". Your infantry capable of using "AT grenades" will throw two grenades instead of one.
- Tank-busters gain enough amount of XP to gain vet level 1; they can use "HHL3" ability

Aura for Light vehicles:
- Allows light vehicles to activate an aura that makes Panzergrenadiers nearby always sprint

Aura for tanks:
- Panzergrenadiers become 10% harder to when they are near tanks
(this bonus does NOT stack when there are more tanks nearby; bonus STACKS with bonuses from cover)

Command auras will come later.

I am almost sure that I missed something so in case you want to know what some ability which is not covered here does, ask and I will add it ;)

Re: Numbers behind abilities

Posted: 19 Mar 2017, 18:52
by Leonida [525]
This is great! Good work :)

Re: Numbers behind abilities

Posted: 19 Mar 2017, 18:59
by speeddemon02
thank you for this!

Re: Numbers behind abilities

Posted: 19 Mar 2017, 20:24
by sgtToni95
Maybe all command units (inf and tanks) bonuses provided to nearby troops/tanks?
All i can think of are:
-WH officer and BK doc 4 members squad officer.
-PE Haumsptufurerdafuk.
-US Captain, command tank for Armor doc, AB officer squad.
-CW Lt, Captain, command cromwell and commando captain.
Maybe would be nice to have a new topic for it and stick it on top of this forum section together with Wake's list of units and buildings and this one.
And would be nice to make a topic with the list of all tech trees with descriptions and icons copied from the game.
I know it might take a while, and i offer myself to help you if you need, but i think it would be great to have all theese infos together to form up a sort of "BK WIKI".

Re: Numbers behind abilities

Posted: 19 Mar 2017, 23:41
by MarKr
I wrote near the end that command auras (= command units) will come later. ;)

As for "BK WIKI" it is a nice idea, I have thought about it myself, but it would require incredible amount of time spent by digging through Corsix and listing everything. We are talking about moths here...I don't think I would have time for that. :/

Re: Numbers behind abilities

Posted: 20 Mar 2017, 00:04
by JimQwilleran
Very nice list!

Re: Numbers behind abilities

Posted: 20 Mar 2017, 07:25
by Krieger Blitzer
Really informative list, specifically for new players.

But here;
RE:
- Improved command trucks (unlock): Trucks produce units 15% faster, move 50% faster and receive 25% less damage

I think you forgot to mention that all trucks would also gain more resources...

Re: Numbers behind abilities

Posted: 20 Mar 2017, 08:55
by sgtToni95
MarKr wrote:I wrote near the end that command auras (= command units) will come later. ;)

Missed it, my bad.

As for "BK WIKI" it is a nice idea, I have thought about it myself, but it would require incredible amount of time spent by digging through Corsix and listing everything. We are talking about moths here...I don't think I would have time for that. :/

Yeah i know that, that's why i offered help.. I was actually thinking of only those things i mentioned above, not going further with units hps or weapons stats and target tables.. Tech trees would be a matter of copy pasting descriptions as they are in the translation papers, and maybe adding ingame icons to make it look as good as wake's units list. Wasn't actually thinking of a real wiki with a page for each unit/vehicle/weapon/whatever even if that would be nice.

Re: Numbers behind abilities

Posted: 27 May 2018, 22:41
by Warhawks97
Is that stuff still up to date?
I think its not. The def cover bonus for def doc got changed for volks few patches ago, or?

Re: Numbers behind abilities

Posted: 21 Oct 2020, 11:20
by F31.58
Can it be updated, please?

Re: Numbers behind abilities

Posted: 21 Oct 2020, 18:25
by MarKr
Done.

Re: Numbers behind abilities

Posted: 30 Oct 2020, 08:07
by F31.58
Thanks!

Re: Numbers behind abilities

Posted: 23 Jun 2023, 18:33
by Walderschmidt
Please add Stug III's mark target ability.

Wald