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- Military Tutorial
- Chapter I - Battle
- We can divide battles on two categories: Normal Battles which are launched due to war between two countries and Resistance Wars.
- Resistance War (RW) is a battle which takes place in regions occupied by country that aren't its core regions. The main difference between these two is that RW can be launched by any citizen of country which core region is occupied, while Normal Battle can only start by CP's initiative. Another difference is that Mutual Protection Pact (MPP) only affects Normal Battles; if you want to fight in RW while your country isn't involved in it, you'll have to travel to region in which RW takes place.
- Battle is ended when one country has won 8 mini-rounds. These are won when one side has the advantage more than 50% when the time ends. Every miniround takes 2 hours. At the end of every battle random players who participated in it receive equipment. Battle Hero medal and 5 Gold is awarded at the end of every miniround to players with most damage at both sides.
- Chapter II - Equipment
- Equipment is a sort of personal items that enhance your damage efficiency. Every player has 5 equipment slots into which fit Personal Armor, Vision, Weapon Upgrade, Offhand and Helmet. There are 6 Quality stages of equipment and each represents a range of stats. Equipment drops in battles but it is also sold on auctions or by contracts for gold. If you start collecting equipment, you should know that basic stat on which you have to focus is Miss Chance. It is most important to decrease your Miss Chance to 0%. You're not going to do that immediately after a few days of playing but as you will have more gold or deal more damage you can get or buy Equipment that will do it. When your Miss Chance is at satisfying level, you can start customizing your Equipment stats. The least important stats are Strength Increase and Hit Increase because they have the smallest impact on your damage output. Try looking at the profiles of players which get Battle Hero medals: there's hardly a chance that any of them will have Equipment with these two stats. In a few words: wear Equipment with Increase Strength/Hit only if you haven't got better ones.
- There are many opinions on other stats but this tutorial will tell you about two most opposite: Damage Maximalization and Avoid Maximalization.
- Damage Maximalization focuses on dealing colossal damage by combination of Increase Damage, Increase Max Damage and Increase Crit Chance. Increase Damage increases minimal damage which you can deal from a single hit. For example: you can deal 1000-2000 damage in a single hit without equipment. If you put on Equipment piece with Increase Damage by 5%, your single hit will deal 1050-2000 damage. Increase Max Damage does the opposite job: it increases the highest damage you can deal with a single hit. So again, your damage without equipment is 1000-2000, with Increase Max Damage by 5% you'll deal 1000-2100 damage. These two stats also increase damage coming from critical hits. Increase Crit Chance will simply increase the chance your hit will be critical and deal 200% damage.
- Every player has 12,5% base Crit Chance and it can be increased to maximum of 40% by wearing Equipment with this stat.
- Avoid Maximalization focuses on Equipment pieces which increase chance of avoiding health loss. Every player starts the game with base 5% Avoid Chance and can also increase it to maximum of 40%. This setup is mainly recommended for players who can afford more than usual number of weapons due to lots of hits which won't decrease player's health, so he is capable of dealing more hits than any other Equipment setup.
- Chapter III - Military Units and Location Bonus
- Military Units are organised groups of players who are disciplined to hit in a specific battles. The hitting is promoted by Military Unit bonus which is gained by fighting in battles set up as Battle Orders. Percentage of the bonus is determined by rank of the Military Unit (MU):
- Novice - 5%
- Regular - 10%
- Veteran - 15%
- Elite - 20%
- Every new created MU starts with Novice rank, which can be upgraded by sacrificing a certain sum of Gold.
- MU Leader has a variety of prerogatives which consist of setting Battle Orders, accepting players recruitment applications, using MU's storage, managing MU's companies and giving one or more of these privileges to another player.
- Location Bonus is activated when you are in a region that is attacked (when you hit for defenders) or in a region neighbouring to attacked one (when you hit for attackers). Location Bonus always adds 20% to your damage.
- Chapter IV - Q&A
- Q: Why is it so important to hit at T2 (two minutes before the end of round)?
- A: T2 is usually a time when the real battle starts because more experienced players try to get the advantage to side they're fighting for. Also hitting right before the end of round is claimed to be the most efficient way of winning them.
- Q: What are drain battles?
- A: Drain battles are fights which are launched to draw enemy damage to the attacked region, while in a certain amount of time the true target of attacking country is invaded.
- Q: What is waste damage?
- A: Waste damage is dealed when it's not needed, for example: defending country has 20 milion damage units of advantage, at T2 defending players start to hit without reaction of players from attacking country and round is closed with 30 milion damage units of advantage for defenders. We can say that defenders made at least 25 milion waste damage. Waste is often seen in drain battles.
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