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Most of the things in Warzone are easy to calculate, but some of them can be pretty confusing. Here are some of the formulas we use to calculate things.
Nearly all calculations in formulas are done with integers. This means that numbers are nearly always rounded down to the nearest integer. This includes damage bonuses, weight multipliers, damage multipliers, experience bonuses, accuracy bonuses (down to the nearest percent).
However, note that time is usually rounded down to the nearest 0.1 second, and distance is usually rounded down to the nearest 1/128 tile.
Ever wonder how damage is calculated in Warzone? If you just want to know if armor is subtractive or multiplicative, it's subtractive:
DAMAGE = BASE DAMAGE − ARMOR
There are 2 kinds of armor: kinetic and thermal.
But to know exactly how much damage you're going to do, you need to know how to calculate base damage.
BASE DAMAGE = Weapon damage × Weapon damage upgrade modifier × Propulsion/Structure damage modifier
ARMOR = Target armor × Target armor upgrade modifier
Damage is BASE DAMAGE − ARMOR, or 1/3 of BASE DAMAGE, whichever is higher, rounded down (The exception is when rounding down would make damage 0, in which case damage is rounded up to 1).
Green's Tank Killer Scorpion Half-Tracks shoots Yellow's Heavy Cannon Python Tracks. Green has HESH Rocket Warhead, and Yellow has Dense Composite Alloys.
Tank Killer (an anti-tank weapon) has 180 damage. HESH Rocket Warhead gives 275%, and anti-tank weapons do 120% damage against tracks.
BASE DAMAGE = 180 × 275% × 120% = 524.
Tank Killer is a kinetic weapon, and Python has 20 Kinetic Armor. Dense Composite Alloys upgrades 220%.
ARMOR = 20 × 220% = 44
524 − 44 (480) is greater than 524 × 1/3 (174), so the tank killer does 480 damage each time it hits (Notice that it fires two salvos; if they both hit, the tank killer does 960 damage, a significant proportion of the 2260 HP after upgrades that the heavy cannon tank has).
Hit points(HP) of Unit are calculated as summ of hit points of components of UnitEach Unit have 3 components:
Unit HP = (Body HP + Body HP x Propulsion HP modifier + Turret HP) x HP upgrade modifier
Speed = Base Speed × Speed Penalty × Unit Experience Bonus
(Whichever is lower.)
Base Speed = Engine Power After Upgrades × Propulsion Speed × Propulsion Terrain Multiplier / Total Weight
Speed Penalty is 3/4 if using a medium body on VTOL, 1/4 if using a heavy body on VTOL, and 1 in all other cases.
This speed is in units of world-coordinates per second. There are 128 world-coordinates in a tile, so, for instance, a unit with a speed of 128 would go at a speed of one tile per second.
That "Terrain Multiplier" is pretty important. You'd expect it to be 1× for all propulsions flat terrain, but it's actually 2.5× for VTOLs.
Production Time (Build Points)
Production time (also known as Build points) is time required to produce unit in factory.
Note: Factory modules decrease production time of units
Production time (build points) of Unit are calculated as summ of build points of components of UnitEach Unit have 3 components:
Unit Build Points = (Body Build Points + Body Build Points x Propulsion Build Points modifier + Turret Build Points) x Production upgrade modifier
Construction Time is time required to build a building by trucks/cyborg engineers
Note: more trucks = faster build
Construction time (seconds) = Structure build points / (Truck construct points x Engineering upgrade modifier x Count of trucks)