Day 59 - Boot: 00d 00h 00m - AET:
Game Started: 04/23/2019 - Last Updated: 10/10/2019 - The World
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Damage Calculator (Hotkey: C)
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Meteor
Angry nell I told you this would happen!
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heard heard
Units cost +20% more to build, but gain +30% attack and defense. Units cost +20% more to build, but gain +30% attack and defense.
26240
Morale Boost [ 86400 / 86400 ] Samurai Spirit [ 136015 / 151200 ]
COP Button All units' attack is increased to +40%.
SCOP Button All units' attack is increased to +40% and defense to +50%. Counterattacks do 1.5x more damage.
Morale Boost [ 46022.5 / 86400 ] Samurai Spirit [ 46022.5 / 151200 ]
COP Button All units' attack is increased to +40%.
SCOP Button All units' attack is increased to +40% and defense to +50%. Counterattacks do 1.5x more damage.
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Jef Jef
Unit cost is reduced to 80% (20% cheaper), but lose -10% attack. Unit cost is reduced to 80% (20% cheaper), but lose -10% attack.
13470
Gold Rush [ 47427.5 / 72000 ] Power of Money [ 47427.5 / 216000 ]
COP Button Funds are multiplied by 1.5x.
SCOP Button Unit attack percentage increases by (3 * Funds / 1000)%.
Gold Rush [ 22360 / 72000 ] Power of Money [ 22360 / 216000 ]
COP Button Funds are multiplied by 1.5x.
SCOP Button Unit attack percentage increases by (3 * Funds / 1000)%.
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joh joh
Footsoldiers gain +30% attack and a 50% capture point bonus (rounded down). Other direct units lose -10% attack. Transports gain +1 movement. Footsoldiers gain +30% attack and a 50% capture point bonus (rounded down). Other direct units lose -10% attack. Transports gain +1 movement.
33050
Double Time [ 48600 / 48600 ] Victory March [ 116887.5 / 129600 ]
COP Button Footsoldiers gain +1 movement and their attack is increased to +50%.
SCOP Button Footsoldiers gain +2 movement and their attack is increased to +70%. Footsoldiers capture buildings instantly, regardless of their HP.
Double Time [ 26580 / 54000 ] Victory March [ 26580 / 144000 ]
COP Button Footsoldiers gain +1 movement and their attack is increased to +50%.
SCOP Button Footsoldiers gain +2 movement and their attack is increased to +70%. Footsoldiers capture buildings instantly, regardless of their HP.
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Hurt Hurt
Units cost is reduced to 90% (10% cheaper). Units cost is reduced to 90% (10% cheaper).
43655
Barter [ 64800 / 64800 ] Merchant Union [ 108000 / 108000 ]
COP Button Units cost is reduced to 50%.
SCOP Button Units cost reduced to 50%, and ground units can deploy from cities.
Barter [ 70200 / 70200 ] Merchant Union [ 80445 / 117000 ]
COP Button Units cost is reduced to 50%.
SCOP Button Units cost reduced to 50%, and ground units can deploy from cities.
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Jor Jor
Indirect units have +1 range and gain +20% attack. Direct units (except footsoldiers) lose -20% attack. Indirect units have +1 range and gain +20% attack. Direct units (except footsoldiers) lose -20% attack.
8000
Snipe Attack [ 64800 / 64800 ] Super Snipe [ 129600 / 129600 ]
COP Button Indirect units gain +1 range and their attack is increased to +40%.
SCOP Button Indirect units gain +2 range and their attack is increased to +40%.
Snipe Attack [ 57847.5 / 75600 ] Super Snipe [ 57847.5 / 151200 ]
COP Button Indirect units gain +1 range and their attack is increased to +40%.
SCOP Button Indirect units gain +2 range and their attack is increased to +40%.
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hear hear
Movement cost over all terrain is reduced to 1, except in Snow. Units lose -20% attack and gain +20% defense. Movement cost over all terrain is reduced to 1, except in Snow. Units lose -20% attack and gain +20% defense.
2200
Meteor Strike [ 36885 / 75600 ] Meteor Strike II [ 36885 / 126000 ]
COP Button A 2-range missile deals 4 HP damage. The missile targets an enemy unit located at the greatest accumulation of unit value.
SCOP Button A 2-range missile deals 8 HP damage. The missile targets an enemy unit located at the greatest accumulation of unit value.
Meteor Strike [ 24210 / 75600 ] Meteor Strike II [ 24210 / 126000 ]
COP Button A 2-range missile deals 4 HP damage. The missile targets an enemy unit located at the greatest accumulation of unit value.
SCOP Button A 2-range missile deals 8 HP damage. The missile targets an enemy unit located at the greatest accumulation of unit value.
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Tyl Tyl
Copters gain +50% attack, footsoldiers gain +40% attack, but all other non-air units lose -10% attack. Transports gain +1 movement. Copters gain +50% attack, footsoldiers gain +40% attack, but all other non-air units lose -10% attack. Transports gain +1 movement.
30900
Copter Command [ 13090 / 68400 ] Airborne Assault [ 13090 / 205200 ]
COP Button Copters' attack is increased to +65%. 9 HP unwaited infantry are placed on every owned, empty city.
SCOP Button Copters' attack is increased to +65%. 9 HP unwaited mechs are placed on every owned, empty city.
Copter Command [ 23078.7 / 68400 ] Airborne Assault [ 23078.7 / 205200 ]
COP Button Copters' attack is increased to +65%. 9 HP unwaited infantry are placed on every owned, empty city.
SCOP Button Copters' attack is increased to +65%. 9 HP unwaited mechs are placed on every owned, empty city.
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burn burn
Units cost +20% more to build, but gain +30% attack and defense. Units cost is reduced to 90% (10% cheaper).
71240
Morale Boost [ 11410 / 100800 ] Samurai Spirit [ 11410 / 176400 ]
COP Button All units' attack is increased to +40%.
SCOP Button All units' attack is increased to +40% and defense to +50%. Counterattacks do 1.5x more damage.
Barter [ 47468.7 / 70200 ] Merchant Union [ 47468.7 / 117000 ]
COP Button Units cost is reduced to 50%.
SCOP Button Units cost reduced to 50%, and ground units can deploy from cities.
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Damage calculator
? Hold down "A" or "D" while clicking a unit to add it to the calculator
Attacker [Select] Hotkey: A [Swap]
Defender [Select] Hotkey: D

{{attacker.co.co_name === "Lash" && attacker.power === "S" ? attacker.terrain.terrain_defense * 2 : attacker.terrain.terrain_defense}}

Toggle out of ammo

{{defender.co.co_name === "Lash" && defender.power === "S" ? defender.terrain.terrain_defense * 2 : defender.terrain.terrain_defense}}

Toggle out of ammo
{{damage.minInfo.percent}}% - {{damage.maxInfo.percent}}% {{damage.minInfo.fundsDamage}} - {{damage.maxInfo.fundsDamage}}
@{{defRemainingHP.minHP}}HP {{damage.minCounterInfo.minLuck.counterPercent}}% - {{damage.minCounterInfo.maxLuck.counterPercent}}% @{{defRemainingHP.maxHP}}HP {{damage.maxCounterInfo.minLuck.counterPercent}}% - {{damage.maxCounterInfo.maxLuck.counterPercent}}% {{damage.minCounterInfo.minLuck.counterFundsDamage}} - {{damage.maxCounterInfo.maxLuck.counterFundsDamage}}



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