ABCDEFGHIJKLMNOPQRST
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Armour types →-29.00%-26.00%-7.10%1.80%32.00%35.50%-7.10%-7.10%8.30%13.00%-30.20%5.90%10.10%
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Damage types ↓organicclothleathermetalmetal structurestonewoodcloth cavalryleather cavalrymetal cavalryworkerfortifiedmagical
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-3.90%blade1.001.000.800.400.300.250.800.750.650.351.000.700.80
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4.90%spear1.001.000.950.800.200.200.501.000.950.801.000.700.50
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-16.40%piercing1.001.000.900.300.200.200.301.000.900.301.000.250.30
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15.20%impact0.750.750.750.901.001.000.850.500.500.800.751.001.00
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-7.70%anti-infantry1.001.000.950.900.250.200.500.600.500.401.000.350.80
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-12.60%anti-cavalry0.750.750.650.500.200.200.401.000.950.900.750.350.60
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-3.90%anti-structure0.750.750.600.400.950.901.000.400.350.250.750.900.80
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7.60%axe1.001.000.950.800.250.201.000.700.650.501.000.900.90
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13.60%anti-armour1.001.001.001.000.500.500.800.750.700.651.000.700.80
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6.00%energy0.750.500.701.000.800.800.900.500.701.000.751.000.30
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3.20%raider0.900.900.400.300.900.801.000.850.500.401.000.900.60
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-6.10%fire1.001.000.401.000.200.201.001.000.401.001.000.200.20
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Notes:Focus: higher attack strength in general (less hits to kill units) but attack/armour type makes bigger differenceuse Armour-types to modify damage instead of static Armour-amountthe maximum damage-multiplicator is 1 which means 100% ... you can't get more damage then the enemy is dealing just because of your armorimpact needs to be very high on infantryMost attack types are relatively ineffective against defensive structures, which should be strong against most attacks, since we want buildings to be difficult to bring down and require specialized units.Added notes trying to justify numbers. Feel free to modify, but consider adding a reason for the changeMinimum multiplier of 20?Using decimal form because it's easy to copy paste into XMLs, can be directly used in math without conversion, and can be converted back to percentage by changing the cell type to percentage.
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InfantryCavalryStructuresOther
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