1. Healing 2. Bounty 3. Weapon Formula 4. Control Points 5. Gold Distribution of the Force 6. Magical and physical damage 7. Experience 8. Hero Death
Healing The following buildings can heal your tank:
* Vehicle Factory * Artillery Factory * Control Point * Factory (Spawning Factory excluded)
Each of them has the same 3 auras, which will heal your tank in an area of 500. One of the auras heals 4% of your maximum hitpoints per second, the second one heals a fixed 50 HP per second and the third one regenerates 5 mana per second. Each of these auras will stack with auras from the other healing buildings. Moving within the range of the healing building won't affect the amount of healed hitpoints. Each aura of Wc3 has a little delay, so even after leaving the range of the aura, you will be affected for ca. another 2 seconds.
Bounty 1. Hero Bounty The bounty of your tank changes throughout the whole game. The reason is the following calculation:
(125 + Tank worth / 65) * SquareRoot((Kills+80)/(Deaths+80))
Tank worth considers your tank, items carried by you and every unit you own. Trade items increase this value five times the reward you'd get, when selling them at the trade master. So bought upgrades, built towers and factories or used Reinforcements and Mortar Team etc won't influence your bounty.
2. Creep Bounty The bounty you get for killing creeps and buildings increases over time, it's not influenced by upgrades. The bounty increases by 100% in one hour, so you get 200% gold after one hour, 300% after two, and so on.
Every weapon uses this formula, with a little rounding here and there. Of course, the higher the range of a weapon, the smaller is the Damage per Second. But the calculated values are not that linear. In fact, this formual has been designed in a way, which benefits long range and low range weapons. Not considering the range, 1000 range weapons are the least effective ones in the game, but easy to use. Weapons become more efficent, the more their range differs from the 1000 range. Weapons with limited targets also get a bonus to compensate the restriction, most of the time.
Control Points Every team owns 3 Control Points at the beginning of the game and each Control Points spawns 2 Marines every 20 seconds. You can also use the Control Point Teleport, to teleport to one of your teams Control Points. But to use it, you have to be right next to another Control Point of your team, or somewhere in in the inner part your base (it doesn't matter if there are still factories or not). And of course, each Control Point has a healing aura, like described above.
To conquer a Control Point, you have to be in a range of 500 of a Control Point, without any enemy in this range. Laser and Rocket Towers also block the conquering of a CP, a Barricade on the other hand slows the capturing of a CP down. Normally you need 10 seconds to capture a CP, with a Barricade you need 20. When a enemy comes into the range of a CP, while you try to capture the Point, the progress of the capturing stops and stays at the level you had, before the enemy arrived, either until the enemy or you leave the area. In case you leave the area, the progress bar goes slowly down to 0 again.
In the Conquest Victory-mode, your team has to own all 6 Control Points for 15 minutes to win the game. When you lose one CP, the timer slowly goes back to the 15 minutes mark again, so you won't lose the whole progress, just because of one lost CP.
Gold distribution of the Force Each Force collects the gold they earn until the 5 minute mark. The gold will then be distributed between every player of the Force, based on this formula:
ForceGold * 4 / (NPT * 9 + 15)
NPT - number of players in a team
When working with real numbers, it comes down to this: 5 players = 33.33% (6.67% for each player) 4 players = 31.37% (7.84% for each player) 3 players = 28.57% (9.52% for each player) 2 players = 24.24% (12.12% for each player) 1 player = 16.66%
As you can see, when there are less players in one team, each of them receives more gold, but the team as a whole, gets less money. The gold which wasn't distributed between the players is lost and the Force Gold is set to 0. The Force normally also upgrades the troops, when all upgrades already have been researched, the gold for the upgrades will also be added to Force gold, before the distribution.
When destroying a Factory of the enemy base, your Force receives a compensation for the lost creep gold. For each creep, which isn't spawning, because it's factory has been destroyed, your Force receives 4 times the bounty of this creep. The same happens with captured Control Points. Note: Player build Factories have no influence on this.
Example: The game lasted already one hour and your team of 5 players holds every CP After one hour, one Marine is worth 24 gold, since two Marines spawn at each CP, there is a total of 12 Marines, which is a total of 288 gold. So your Force receives 1152 gold (4 * 288) every 20 seconds for your Control Points. After 5 minutes (they spawn 3 times a minute = 15 spawns), that's a total of 17280 gold. So each player will get about 1153 gold, just for the owned Control Points.
Additionally, each player also gets income each second, it calculated that way:
32 / (NPT * 3 +5)
NPT - number of players in a team
100% Efficiency = 8 gold distributed every second to players
5 players = 1.6 gold every second for each player (100%) 4 players ~ 1.88 gold every second for each player (~94%) 3 players ~ 2.28 gold every second for each player (~85.6%) 2 players ~ 2.90 gold every second for each player (~72.7%) 1 player = 4 gold every second for each player (50%)
Thanks TKF for the numbers.
Magical and physical damage Since there has been quite a lot of confusion about this topic, I'm trying to clarify this again.
Every item you can buy, which can deal damage on it's own and also every damage skill of the available tanks, deals magical damage. But to prevent further confusion, this kind of damage will now be referred to as spell damage. Even when there seems to be weapons with a magical theme and other weapons with phyical theme, they all deal the same kind of damage, since every weapon in the game is based on the phoenix fire ability, which deals spell damage.
The following abilities influence this kind of damage:
On the other hand, damage from the other sources, namely creeps and buildings, are of the physical type. So every tower (including the ones build by Tinker and Scout) deal physical damage. You may have noticed, that the Aura Creeps state, that they deal magical damage. In this case, it's not the same as the earlier mentioned spell damage. This damage is still physical, so this damage is not influenced by the abilities shown above. As you may have noticed, every tank has a heavy armor and units with this armor, get extra damage from magical attacks (again, this is not the same as spell damage). To be more exactly, Aura Creeps deal double damage against units with heavy armor.
The following abilities influence physical damage:
* Heavy Armor * Transparent Armor (only the bonus armor) * Armor Aura of the Pusher Creep * Granitic Defense * Banish (physical attacks are not possible on a banished unit)
Experience You receive experience (XP) for every unit you kill. BT has it's own XP-system. It works this way: for every kill, you receive 50% of the XP. It doesn't matter which of your units get the kills, where you are or even if you are alive. The other 50% of the XP are equally divided between the allied tanks in an area of 1500 around the killed unit.
You get this much XP for the different unit types: Player summoned creeps: 6 XP Marines, Aura Creeps: 12 XP Commander, Zeppelin, Artillery: 24 XP Buildings: Bounty / 2 Heroes: Bounty / 2.25
Player summoned creeps are for example:
* Dead (Ghost Tank) * Mortar Teams (from any source) * Creeps summoned by a player factory * Creeps summoned by a Troop Command, Siege Pack or Advanced Troop Command * Creeps summoned by the consumable Reinforments and Mortar Teams * Creeps summoned by the Troop Command Center (except Aura Creeps)
Hero Death Unlike in other AoS maps, you won't lose gold when your hero dies. The respawn time is calculated as follows:
10.00 + (Tank worth / 3333)
Alle Rechte an Exodus
Ich finde es sollte einigen helfen die Game-Mechanics von BT ein bischen besser zu verstehen.