Game Mechanics
Mount and Blade:Warband has many mechanics that displayed and not explained or are not displayed at all. With, at least, an understanding of some of these mechanics players will be able to preform better.
Though information is sparse, a megathread[1] was made to gather and contain some of the collected knowledge of the community.
Stats and Skills
- Health is effected by both Strength(+1 to HP per level) and Ironflesh(+2 to HP per level).
- Strength gives +1/5 to melee damage per level and Power Strike gives +8% damage per level.
- Power Draw gives +14% damage per level.
- Only bows are effected by Power Draw.
- Levels over +4 the bows difficulty are not used in the calculations(E.G. If you have a bow difficulty of 1 and 7 levels of Power Draw, only 5 will be used in the calculation, (1+4=5)).
Movement
Movement depends on agility, athletics, weight, and, it appears to be true, weapon length. The Values are from a couple of different sources.[2][3]
- One point of Athletics appears to equal about 4-5 Levels of Agility.
- Moving backwards appears to decrease movement speed by approximately 35%.
- Moving backwards while attacking or blocking does not appear to decrease movement speed further.
- Blocking and Holding Attacks appears to decrease movement speed by approximately 15%.
- Blocking and Holding Attacks appears to decrease movement speed by approximately 15%.
- It appears that for weapons of equivalent weight, the weapon that is longer will be slower.
- When tested a weapon of 200 length is ~4% slower then a weapon of 100 length.[4]
- Speed rating of a weapon does not appear to effect movement speed.
- More then 1 shield appears decrease movement speed.
- 2 shields decrease movement speed by 5%.
Melee
Melee in Warband appears very simple but there are a multitude of equations that dictate almost everything that you can do. Potential Damage that can be delivered and damage received are two separate functions in Mount and Blade:Warband.
Raw Melee Damage
Raw damage in warband is not random. The equation below models just damage from melee.[5] The full equation including shooting can be found here.[6]
hold_bonus * (WPF*0.01*0.15+0.85)*(power_strike*0.08+1.0)+strength/5.0
Some things to note:
- A Hold Bonus exists
- It gives a bonus of 5% damage per .1 seconds of hold time up until reaching a maximum bonus of 25% damage at .5 seconds.
- After .6 seconds, the bonus decays at a rate of 3% every .1 seconds before reaching a limit of 10% at 1.1 seconds.
- Using polearms, one hander/two handers(Bastard Swords etc.), and two handers on horseback results in a speed penalty along with a damage penalty.
- Polearms recieve a -27.75% damage penalty, one hander/two handers when using a shield recieve a -23.5%, otherwise they function as a two hander and recieve a -15% damage penalty.
- Hitting the head gives a 25% bonus to damage, white hitting the calf or thigh gives a -10% penalty. Note, hitting the foot does not have a penalty.
Damage Types
Reach
Each weapon has a base Weapon Reach but the animations for each type of weapon greatly impacts the actual length of each attack. For Native, these are the values[7]:
Note, these values use a 1h overhead as a baseline. Therefore, they are plus or minus a 1h overhead of an equal weapon length. (+- a couple of units) 1h Overhead = +0 Left-to-right = +0 Right-to-left = +19 Thrust = +61 2h Overhead = +15 Left-to-right = +17 Right-to-left = +13 Thrust = +80 2h Polearms Overhead = -15 Left-to-right = -7 Right-to-left = -2 Thrust = +19 1h Polearms Thrust = +50
For Napoleonic Wars
Note, these values use a 1h overhead as a baseline. Therefore, they are plus or minus a 1h overhead of an equal weapon length. Musket (+- a couple of units) Overhead = +29 Downstab = +19 (Same Animation as native)
Swing speed
Weapon Traits
Knockdowns can be performed by any blunt weapon with above 20 damage. The equation[8] for knockdowns can be seen below with a quick and dirty method below that:
(rand(0.0, 1.0) < min(item_weight * 0.33, 2.0) * min((raw_damage - 20.0) * 0.5, 10.0) * 0.015)
or really rough:
0.0495 * item_weight
In practical terms, maces knockdown about 12.5% of the time and the Great Hammer knocks down people about 45% of the time.
Weapons that Can crush through blocks have a higher percentage chance to crush through the heavier the weapon is. The exact equation is located here.[9]
Notes about other Weapon Traits:
- As was said before, all melee weapons other then one handers recieve a damage penalty when attacking from horseback.
- Polearms recieve a -27.75% damage penalty, one hander/two handers when using a shield recieve a -23.5%, otherwise they function as a two hander and recieve a -15% damage penalty.
- Bonus against shields ignores the resistance of the shield.
- Unbalanced weapons cannot be stopped when they attack is released.
Shooting
Shooting Damage
Shooting Accuracy
Accuracy is supposedly effected by both WPF and the damage of the weapon though this is unconfirmed at this time.
Item Stats
WIP Stats for Weapons, Armors, and Horses
References
- ↑ CRPG | Game mechanic megathread! by Elmokki
- ↑ Dan the Chef's Movement Testing
- ↑ CRPG | Game mechanic megathread! by Elmokki
- ↑ Dan the Chef's Movement Testing
- ↑ CRPG | Game mechanic megathread! by Elmokki
- ↑ Taleworlds | Full Damage Equation Modeled by cmpxchg8b
- ↑ Taleworlds | Myths Of Warband by Stabbing Hobo
- ↑ CRPG | Equations for Knockdowns by Paul
- ↑ Taleworlds | Crush through equation by Alex_C