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while a 5 vs a 6 is no big deal, a 1 vs a 2 is massive!

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Near this "do 1 damage" end of the table the roll within the damage range becomes crucially important. In these situations you can have winnable fights that push up towards the "do 1 damage" end of the table. It can determine where you're likely to 2-shot a unit or 3-shot a unit - and any worse than that was likely to be irrelevant because you'd take too much damage back to win.īut there is "abnormal" situations where either you're able to take a ton of punishment because of very high defense relative to their attack or you're able to win by mechanical advantages - such as when you send flyers against predominantly artillery or hover tanks against things that can't see through stealth. Overall this was enough for my purposes for "normal" fighting. The gaps between the max of one range and the mins of the next are places where I did not find a sample to note.









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