Numbers behind abilities

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MarKr
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Numbers behind abilities

Postby MarKr » 19 Mar 2017, 18:25

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): 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)
- 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

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

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: commandos get suppressed 15% slower, gain enough XP for one level
- Commandos defensive unlock: commandos units receive -25% damage, gain enough XP for one level

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)

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

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%

Terror:
- 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 Grenadiers and Volks 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)

Panzer Elite:
Infantrieunterun...Infantrieunterstu...just that 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:
- Gebirgsjäger defensive bonus (they have it by default):
- take 15% less damage
- are 20% harder to hit
- are 75% harder to suppress

- Fallshirm training: Gebirsgs and Reg5 gain amount of XP which gives them automatically 1st Vet level, they take 25% less damage and Reg5 gain defensive bonus in cover.
Reg5 defensive aura:
- take 5% lebonusesss damage
- are 10% harder to hit
- are 75% harder to suppress
(In order to gain bonuses, Reg5 need to be in cover AND stand still)

Tank-hunter:
- Tank awareness: Your Pgrens and Tank-busters can detect tanks in FoW (you will see them on mini and tactical map)
- Zimmerit: All your tanks and tank hunters take 25% less damage.
- 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-buster training: Tank-busters gain enough amount of XP to gain vet level 1; they can use "HHL3" ability

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 ;)
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Leonida [525]
Posts: 138
Joined: 26 Jun 2016, 09:25

Re: Numbers behind abilities

Postby Leonida [525] » 19 Mar 2017, 18:52

This is great! Good work :)

speeddemon02
Posts: 153
Joined: 20 Jan 2015, 03:11

Re: Numbers behind abilities

Postby speeddemon02 » 19 Mar 2017, 18:59

thank you for this!

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sgtToni95
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Joined: 04 May 2016, 09:50
Location: Italy

Re: Numbers behind abilities

Postby sgtToni95 » 19 Mar 2017, 20:24

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".

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MarKr
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Posts: 1730
Joined: 23 Nov 2014, 19:17
Location: Czech Republic

Re: Numbers behind abilities

Postby MarKr » 19 Mar 2017, 23:41

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. :/
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JimQwilleran
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Joined: 07 Jan 2015, 15:05

Re: Numbers behind abilities

Postby JimQwilleran » 20 Mar 2017, 00:04

Very nice list!

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Tiger1996
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Re: Numbers behind abilities

Postby Tiger1996 » 20 Mar 2017, 07:25

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...

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sgtToni95
Posts: 426
Joined: 04 May 2016, 09:50
Location: Italy

Re: Numbers behind abilities

Postby sgtToni95 » 20 Mar 2017, 08:55

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.


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