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== Basic Stats Explained == === Damage=== Unit damage stat’s are displayed in game as a range from one number to another. For each number in such a range, there is an equal chance for each value (the limits inclusive) to be dealt (ex. 4-8). The game, however, defines damage as a given number (which is the maximum of the range displayed, and in this example would be 8), and a hidden state called “Damage Range”, which applies a percentage multiplier to the base damage stat depending on the type of [[Weapons, Tools and Accessories|weapon]] used (ex. 20%). This value becomes the minimum value of the range (ex. <math>{8 \times 20% = 4}</math>). These values are listed below. Every 5 warfare a unit has damaged is increased by 1 and if a unit is less than 18 years old damage is halved. *Default: 50% *Hammer: 10% * Stick: 20% * Bow, Alien Blaster, Axe: 60% *Spear: 70% * Sword: 80% *Shotgun: 90% ===Armor=== A unit with an armor stat of 5% would block 5% of all incoming damage. So lets say a unit with 5% armor took 20 damage the armor stat would reduce that to 19 damage. If the damage calculation after the effects of armor is a decimal it is always rounded down [example: 17.9 = 17]. Units no matter how much armor they have will always take 1 damage when hit. ===Critical Chance === If a unit has a 5% critical chance stat then every time they attack there is a 5% chance they get a "critical hit". A critical hit will take the units '''max damage value''' and multiply it by the unit's "Critical Damage Multiplier" (default is 2). Where can I find the '''max damage value'''? The max damage value is the highest number of the unit's damage stat. So if a unit's damage stat is 5-10 then the game will take 10. Weapons that increase the critical damage multiplier: *Flame Sword +0.1 *Druid Staff +0.3 *Plague Doctor Staff, Snowball, Bow, Necromancer Staff, Alien Blaster, Evil Staff, White Staff, Rocks +0.5 ===Speed=== To calculate how the speed stat effects a unit's actual speed you need to look at these conditions: * If a creature ignores tile speed effects, is in the air, or is a water creature then "Walk Speed Multiplier" (WSM) = 1 ** After that check the game checks if the current tile a unit is on is liquid. If the checked unit has zero stamina and doesn't have "fast swimming" then WSM = 0.4 ** Then if the creature is not in water then the game will check the current tile a unit is on for any specific speed debuffs (see list of tiles below) * If a creature ignores tile speed effects, is in liquid, and has "fast swimming" then WSM = 5 * If a creature is performing a task with a unique speed multiplier then the current WSM is multiplied by that * '''Then WSM is multiplied by a unit's speed stat''' * After this the game checks if a unit is nearby a tree, not in the air, and the entanglewood world law is enabled. If so WSM is halved * At this point if WSM is less than 1 the game sets it back to 1 * Then checks if the UnitsAlwaysFast debug option is enabled. If so WSM is multiplied by 20 * Then the game multiples WSM by 0.4 * Then the multiples WSM by the "Unit Speed Multiplier" (which is 0.5) [OLD Process] ''A creature with a speed stat of 30 will be much faster than a creature with a speed stat of 1 but not 30 times faster. There are a lot of factors that go into speed, below there is a guide on how to calculate the "actual speed" of unit.'' *''First, If the creature is immune to tile speed debuffs or is in air or is an ocean creature: Result = 1'' *''If not in liquid then: Result = 1 or "walkMod" of whatever tile they are on (see terrain effects below)'' *''Second, If the creature is affected by tile speed debuffs and is in liquid and is faster in water (special ability, only penguins|turtles use) = Result x Speed Boost (3|40)'' *''Third, If the current task the unit is doing requires them to slow down: Result = Result x Task Speed'' *''Fourth, Result x Speed Stat x 0.1 = Actual Speed'' *''If "Actual Speed" is less than 0.1 it is set to 0.1'' *''If "UnitsAlwaysFast" is turned on in the debug menu then "Actual Speed" is x20'' Tile Speed Effects: * [[Arcane Desert Biome|Arcane Desert]] -30% (or 0.3) [Low = -50% (or 0.5) High = [-40% (or 0.6)]] * [[Swamp Biome|Swamp]] -40% (or 0.4) [Low = -30% (or 0.7) High = -20% (or 0.8)] *[[Beach Biome|Sand]] [-30% (or 0.7)] *[[Spawner Monsters|Creep]] Tiles -20% (or 0.2) [-50% (or 0.5)] *Mountains -50$ (or 0.5) [-90% (or 0.1)] *Summit -50% (or 0.5) *Lava - 80% (or 0.2) *Ocean -90% (or 0.1) *[[Grey Goo]] [-90% (or 0.1)] *[[Roads|Road]] [+50% (or 1.5)] *Hills (no debuff in beta) [-60% (or 0.4)] ===Attack Speed=== Attack speed influences the length of attack cooldowns for units. To calculate the proportional length of cooldowns just divide 1 by a unit's attack speed. [OLD Process] The higher this stat is the less time between attacks (attacks themselves are instantaneous) a creature with an attack speed of 1 will take longer to start an attack than a creature with 30. However, an increase in attack speed will not linearly increase the interval of attacking. The formula for determining the time between each attack is <math>{300-a \over 100+a}</math>, where '''a''' is the game's given attack speed . For example, an attack speed of 1 means an interval of 2.96 seconds between each attack, and an attack speed of 50 means 1.67 seconds between each attack. The time between each attack can't be lower than 0.1 seconds, so an attack speed of 264 is already as fast as an attack speed of 300.
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