Wednesday, November 4, 2009

Evony Troops Movement in Combat

Evony Troops Movement in Combat is a very wide topic but I will try my best to explain what I know as simple as possible.

The single most important thing to know about combat mechanics is that units move forward each round towards the enemy but that they do this in different ways, dependin' what unit they are. This is important because units will not (with exception) ignore enemies in their path and will stop to attack them each round.

This leads to the issue of the Rainbow Formation (see below). Units will also attack each turn, and based on their range and attack against the enemies defence and life, will do varyin' amounts of damage or kill them.

This is also an issue where speed can be pretty important, becasue it affects how quickly your troops move past traps, or reach their target enemy or destination. It can also mean your troops can reach large groups of enemies too fast.

This is the one thing that leads to the most casualties in battles and more often than not is the answer to why attacks on NPCs failed.

Also, always remember that movement proceeds attacks. All units on the field will move before their attack phase of that round, unless a specific mechanic (such as stand and shoot) dictates that they stay still.

Movement will also affect archers damage. Ranged units will recieve deductibles based on the distance of their target, which makes the enemy speed an issue. The faster the enemy will run through the optimum range and into melee range, the more of a threat they are, while the slow units that will spend several turns into optimum range (such as raams) will give the archers plenty of time the wreak havoc on them.

The deductible is as follows:
100%~51% range = 50% damage
1%~50% range = 100% damage (optimum range)
0% range (melee) = 25% damage