Difference between revisions of "Luria Nova/Events/Melee Event"

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Each tactic has specific usage conditions. (S)imple tactics are available at any time, except when your unit is in a state of panic. For (F)ormation tactics, your unit must maintain a stable morale state within the range of 31 to 89. (C)haotic tactics require your unit to be above 50.
 
Each tactic has specific usage conditions. (S)imple tactics are available at any time, except when your unit is in a state of panic. For (F)ormation tactics, your unit must maintain a stable morale state within the range of 31 to 89. (C)haotic tactics require your unit to be above 50.
  
==Impact Trigger Chance==
+
==Impact==
 
Offensive and Defensive impact trigger chances are separate.
 
Offensive and Defensive impact trigger chances are separate.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Level || Tactical Points || Chance || Unlock Impact
+
! Level || Tactical Points || Impact || Unlock Impact Type
 
|-
 
|-
| 1 || 1 || 3% || Morale Damage
+
| 1 || 1 || 3 || Morale Damage
 
|-
 
|-
| 2 || 2 || 4% || Morale Boost
+
| 2 || 2 || 4 || Morale Boost
 
|-
 
|-
| 3 || 3 || 5% || Lower Enemy Defense  
+
| 3 || 3 || 5 || Lower Enemy Defense  
 
|-
 
|-
| 4 || 4 || 7% || Lower Enemy Offense
+
| 4 || 4 || 7 || Lower Enemy Offense
 
|-
 
|-
| 5 || 5 || 9% || Cause Injury to Unit
+
| 5 || 5 || 9 || Cause Injury to Unit
 
|-
 
|-
| 6 || 7 || 11% || Cause Injury to Knight
+
| 6 || 7 || 11 || Cause Injury to Knight
 
|-
 
|-
| 7 || 9 || 14% || Stun(Knight gets dismounted when stunned)
+
| 7 || 9 || 13 || Stun(Knight gets dismounted when stunned)
 
|-
 
|-
| 8 || 11 || 17% || Critical Hit
+
| 8 || 11 || 15 || Critical Hit(Chance)
 
|-
 
|-
| 9 || 13 || 20% || 3% Instant Kill Chance
+
| 9 || 13 || 17 || 3% Instant Kill(Chance)
 
|-
 
|-
| 10 || 15 || 25% || Change Tactics
+
| 10 || 15 || 20 || Change Tactics
 
|}
 
|}
  
 
=Points=
 
=Points=
 
After each round, depending on your performance, you will receive game points. You can use them to either improve your knight's stats or your unit stats. Or you can improve your tactics.
 
After each round, depending on your performance, you will receive game points. You can use them to either improve your knight's stats or your unit stats. Or you can improve your tactics.

Revision as of 01:51, 5 March 2024

Participants

Lance(Noble)

Knight Level Chance Impact
Swordfighting 2 8%
Jousting 1 5%
Leadership 2 8%
Tactical Mind 2 8%
Unit Offense Defense Morale
Available Tactics Level Chance Impact
Ace(S)(⚔Modified Break Formation) 1 3% 3 Morale Damage

Galandric

Knight
Unit
Tactics

Linden(Noble)

Knight Level Chance Impact
Swordfighting 3 10%
Jousting 2 8%
Leadership 1 5%
Tactical Mind 0
Unit Offense Defense Morale
Available Tactics Level Chance Impact

Samson(Noble)

Knight Level Chance Impact
Swordfighting 2 8%
Jousting 1 5%
Leadership 2 8%
Tactical Mind 2 8%
Unit Offense Defense Morale
Available Tactics Level Chance Impact
⚔Dragon Tamer(S)(Modified Charge Attack) 1 3% Stun
⚔Strike Together(S) 1 3% 2 Morale Damage

Njal(Noble) - 0 Points

Knight Level Chance Impact
Swordfighting 2 8%
Jousting 1 5%
Leadership 2 8%
Tactical Mind 2 8%
Unit Offense Defense Morale
Available Tactics Level Chance Impact

Lexis(Captain, Special Force[R])

Knight
Unit
Tactics

Knight

Based on each level you invest in, your impact improves.

Level Points Morale Damage Impact
1 1 1
2 2 2
3 3 3 Unlocks Impact
4 4 4
5 5 5
6 6 7 Unlocks Impact
7 10 9
8 12 11
9 15 13 Unlocks Impact
10 18 15

Swordfighting

Affects your chance of triggering events and tactics while dismounted.

Jousting

Affects your chance of triggering events and tactics while mounted.

Leadership

Affects your chance to influence unit stats.

Tactical Mind

Affects the number of tactical options and their impacts. You need to which tactic to focus on(Offensive or Defensive).

Units

Backgrounds

  • Cost is per man.

Tier I

Backgrounds Offense Defense Morale Formation(Orderly) Melee(Chaotic) Cost
Peasant 1 1 50 1 -1 1
Thug 2 0 40 0 2 2
Hunter 2 1 60 2 0 3

Tier II

Backgrounds Offense Defense Morale Formation(Orderly) Melee(Chaotic) Cost
Retired Soldier 2 2 55 2 1 4
Orzian Skirmisher 3 1 60 1 2 5
Sallowtown Spearmen 3 3 50 4 -2 7

Tier III

Backgrounds Offense Defense Morale Formation(Orderly) Melee(Chaotic) Cost
Aylwinic Auxiliary 4 4 45 3 3 9
Margarethan Axemaster 6 4 55 3 5 12
Baelrican Blademaster 9 9 65 4 4 15

Tactics

Tactics are triggered randomly in each round, influenced by your tactical mind points, providing a higher likelihood of performing specific tactics based on your choices. Having more points invested increases your chance of triggering and succeeding in performing the tactics.

Tactic Type Description
Strike Together(S) Offensive Enhances your chances of inflicting injury or demoralizing enemies with a single attack.
Hold Position(F) Defensive Attempts to stand firm against advancing enemies, reinforcing your defensive stance.
Break Formation(C) Offensive Strives to disrupt the enemy formation. If successful, their formation breaks down, but failure risks breaking your own formation.
Charge Attack(S) Offensive Executes a straightforward charge attack. Success results in a melee engagement with the enemy. However, failure leads to the complete breakdown of your formation.
Flanking Maneuver(C) Offensive Attempt to outflank your opponents, attacking from the sides or rear for increased chances of success. However, if the maneuver fails, you risk exposing your own flanks.
Shield Wall(F) Defensive Form a defensive shield wall, providing increased protection against enemy attacks. Effective against frontal assaults, but vulnerable to flanking or attacks from behind.
Countercharge(F) Defensive Anticipate enemy charges and respond with a countercharge, disrupting their momentum. Requires precise timing and can be highly effective when executed correctly.
  • Offensive and Defensive tactics use your unit's associated stats.

Tactical Advantage

(S)imple tactics are more effective against (C)hotic tactics. (C)haotic tactics against (F)ormation tactics. (F)ormation tactics against (S)imple tactics.

  • S > C > F > S

Each tactic has specific usage conditions. (S)imple tactics are available at any time, except when your unit is in a state of panic. For (F)ormation tactics, your unit must maintain a stable morale state within the range of 31 to 89. (C)haotic tactics require your unit to be above 50.

Impact

Offensive and Defensive impact trigger chances are separate.

Level Tactical Points Impact Unlock Impact Type
1 1 3 Morale Damage
2 2 4 Morale Boost
3 3 5 Lower Enemy Defense
4 4 7 Lower Enemy Offense
5 5 9 Cause Injury to Unit
6 7 11 Cause Injury to Knight
7 9 13 Stun(Knight gets dismounted when stunned)
8 11 15 Critical Hit(Chance)
9 13 17 3% Instant Kill(Chance)
10 15 20 Change Tactics

Points

After each round, depending on your performance, you will receive game points. You can use them to either improve your knight's stats or your unit stats. Or you can improve your tactics.