Jonah's Library - Finding the 'Ard Numbers
Introduction
Hey guys- Tidomann here
One thing we all know is that some of the doctrine/unit ability text is sorely lacking specific information. This guide is an attempt at bringing some of this information to light. I'll be starting with Ork information.
If the formatting looks weird on your device or resolution please take a screenshot and let me know, I will try to reformat it. If there is anything you want clarified or any other questions you have about an ability ask, and I will try to find an answer!
Also, let me know which race you would like me to do next!
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Some things to note- when I list damage per unit, it is not affected by the amount of models it hits in that unit. When I list damage per model, it is affected by the amount of models it hits in that unit.
Any italicized text is extra info that is interesting to know outside of the tooltip. Any underlined text is information I need to confirm or re-test.
Thanks to larshl, Khan Mortes, FluffyTusk for helping performing tests.
Version 1.1 (17/05/2017)- Updated some numbers thanks to Anwyl
Version 1.2 (19/05/2017) - Fist of Gork Damage Changed, added some Space Marine content.
Version 1.3 (22/05/2017) - More info for Space Marine Elite Section and doctrine section. Thanks for Decoy from the DoW3 Forums for providing this excellent Spreadsheet https://docs.google.com/spreadsheets/d/1Fbw70n7Xte6dTTQiSnGQyCsFYfOd5XNR4xzuKLbK-c4/edit#gid=122977528
General Mechanics
Normal Damage to Armoured Units deals ~22% damage
Armoured Damage to Normal Units deals 40% damage
The healing aura from your stronghold and any building with a healing aura stacks. Additional auras such as Gabriel's drop pod from his doctrine stacks as well.
Escalation phase 2 - 10:00
Escalation phase 3 - 20:00
Escalation Phase 4 - 30:00
Armoured Damage to Normal Units deals 40% damage
The healing aura from your stronghold and any building with a healing aura stacks. Additional auras such as Gabriel's drop pod from his doctrine stacks as well.
Escalation phase 2 - 10:00
Escalation phase 3 - 20:00
Escalation Phase 4 - 30:00
Ork Elites
Stormboyz
Assassin/Crowd Control
Health: 2100 (350 per model)
+60 Damage on Crit per Model
Normal Armour
The Stormboys jump to the target position. Causes Knockback and 10 damage to each model hit by each Stormboy in a circle.
A Stormboy suicides on the target position, dealing 350 damage to the Stormboyz unit. Causes Stun and 350 Armour Piercing Damage (140 to Normal Armour) to each model hit in a circle.
Suicide bomma now deals damage based on distance traveled
Max 1000 True Damage Min 100 True Damage to the unit that is hit.
Da Kommando
Health: 2500
Basic Attack deals 160 damage to Normal Armour per model in a Cone
Seems to cap at around 380-400 damage per hit.
Normal Armour
The Kommando throws a stunbomb at this position. Stealths the Kommando, increasing his speed for a duration and causes a 3 second stun in a Circle. Stealth is removed if they are capturing, attacking or get Detected.
The Kommando plants a mine at the target location that triggers based on proximity. Causes a 10 second stun in a Circle unitl the trap is destroyed or it expires.
Seemingly no expiration due to time our amount of traps layed.
The Kommando rigs Scrap or his Stun Trap to explode after a delay. Deals 600 Armour Piercing Damage per model in an Expanding Circle.
Weirdboy Zapnoggin
Health: 500
Shield: 400 per charge of scrap.
Ranged attack deals AoE damage
Normal Armour
Zappnoggin fires scrap shards in the target direction. Grants 190/200 (Bug?) Shields and does 120 Normal Damage to each model hit in a Cone.
Each charge of Scrap Shield increases the range of Scrap Blast.
Zappnogging Teleports to the target position. Causes 715 damage over a time to each model in a circle. Upon completion he teleports allies to his original location to the target position.
Zappnoggin consumes a Charge of Scrap Shield to manifest a giant fist at the target position. Causes 500 Armour Piercing Damage per model, Stun, and Immobilize to each unit in a Circle.
As the ability consumes a Charge of Scrap it has the potential to heal 400 shield. IE If Zappnoggin has 1200/2000 shield (5 charges), and uses First of Gork his new shield strength will be 1600/1600 (4 charges).
Warboss Gorgutz
Health:
+40 damage on Crit in a Line
Normal Armour
Gorgutz fires his klaw and Jumps to the target position (or the first enemy it Collides with). Causes 100 Armour Piercing Damage (40 damage to Normal Armour) and Taunts each model hit in a Circle.
The damage per model tends to be lower due to it colliding with the first model. It tends not to hit each model in the circle indicator.
Gorgutz extends his klaw, spinning it around and Absorbing shots. Deals 60 True Damage per second over 20 seconds and Slow to each unit in a Circle. Gorgutz is Slowed and cannot melee while active.
Enables the Wreckin' Klaw ability. Gorgutz slams his Spinnin' Klaw to the ground. Causes taunt, 300 true damage and Knockback to each unit in the target position in a Circle.
Big Mek Wazmakka
Health:
120 True Damage per hit
Normal Armour
Wazmakka attached his traktor beam to a target. Grants 1400 Shield to a friendly unit or deals ~88% of a target units hit points over the duration and Slows. Re-activating Knocks back the target to Wazmakka.
If Scrap is targeted, Wazmakka Jumps to its position.
Wazmakka calls in junk from orbit, generating Scrap. Causes 350 true damage to each unit that is hit in a Circle.
Wazmakka Upgrades the 5 nearest piles of Scrap into turrets that automatically engage targets. Wazzmakka turrets do 12 damage per hit, for a total of 48 dps, -35% infantry move speed for 2 seconds in a small AOE around the target.
Meganobz
Health: 6750
Heavy Armour
+200 True Damage Crit per hit, and takes 2.25 seconds to swing.
When switched on one of the Meganobz begin firing homing Kombi-Rokkits. Each shot causes Slow and 90 True Damage.
Each shot removes a charge. Generate Charges by looting.
Mad Dread
Health: 4250
Rampage Shield: 1250
+100 damage on Crit
Heavy Armour
The Mad Dread digs a tunnel between himself and the target position. Allies can right click on either side to Teleport to the opposite end. On arrival he does 70 Damage to normal armour per model] in a Circle. He can also Phase through enemies for a duration.
(The ability does not affect vehicles or buildings, assumed to be 175 Armour Piercing Damage)
Beauty Da Morkanaut
Health:
Heavy Armour
325 Armour piercing hand shot
125 Armour piercing chest shot
Beauty creates a force field that Absorbs shots. Causes 125 Armour Piercing damage per second (50 DPS to Normal Armour) over 15 seconds per unit in a Circle.
Enables the Mega-Blast ability. Each shot reduces the health of the main shield but spawns a smaller force field on impact. The damage of these shields stack.
(Seems to Deal Armour Piercing damage not true damage)
Beauty fires it's fist at the target position. Causes a 4 Second Stun and 2000 Armour Piercing Damage (800 to Normal Armour) per unit in a circle. The fist can be recalled. Knocks back all units it passes through to Beauty.
Until the fist is recalled, Beauty's melee attacks are Disabled.
Recall does not deal any damage.
Gorkonaut
Is Q worth working out damage? 2 differant sources of damage at differant ranges, ticks depend on unit widthW seems to deal 800 damage per unit, true damage
250 true damage dealt on drag back, may not affect vehicles
Ork Doctrines
Army Doctrines
Thump from Da Sky Gorgutz Command - Keep Trukk'n
Hiddun'
Stealth is removed if they are capturing or get Detected.
Lootas lose the Supress 'Em upgrade if the Scrap is looted.
Long Range Rokkit
Elektrik Shield
K'Mon!
Elite Doctrines
Mad Dread's Presence - Even Longa WAAAAAAAGH!!!!!! Stormboyz Presence - Kamakazee
Causes 350 Armour Piercing Damage (140 damage to normal armour) to each model and Stun in a Circle.
Ability automaticall activates when a unit is about to die.
Ork Units
Unit Stat Spreadsheet[docs.google.com]
Will colour damage by damage type. Is anyone interested in exact % increase? The normal tends to be a 15% increase but many oddities exist.
One interesting note is that Deffkopta's gain health when upgraded with loot
Taunt - When the skill states "reduced damage" it means 100% reduced damage for a short duration.
Busta damage bonus is 40 true damage per hit
Squig - Deals 400 Armour Piercing Damage (160 to Normal Armour) per model hit.
Will colour damage by damage type. Is anyone interested in exact % increase? The normal tends to be a 15% increase but many oddities exist.
One interesting note is that Deffkopta's gain health when upgraded with loot
Nobz
Choppa Toss - 400 normal damage max range, 100 normal damage min rangeTaunt - When the skill states "reduced damage" it means 100% reduced damage for a short duration.
Boyz
Shout - Boyz gain Charges as they channel. Charges grant temportaty Bonuses. Each provides a new benefit. 1 Charge Increases speed, 2 Charges apply a -50% slow on hit and +100% Damage, 3 Charges apply a 200 point Shield. Bonus takes into account unit upgrades, and bonus damage from WAAAAAAAGH!!!!!Shoota Boyz
Strikkbomb - Deals 90 normal damage per model.Tankbusta
Bonus Damage to Skimmers - Approximately 178% damage increase.Busta damage bonus is 40 true damage per hit
Squig - Deals 400 Armour Piercing Damage (160 to Normal Armour) per model hit.
Space Marine Elites
Gabriel Angelos
Health: 4000
Gabriel Jumps to the target position. Causes Knockback and Stun in a Circle. Increases Speed after Landing.
The original tooltip doesn't even mention damage. It deals 40 normal damage per model.
Gabriel swings his hammer around, causing Knockback and 80 True Damage per model in a Circle. Creates a barrier that Absorbs shots and Reflects projectiles. The barrier's duration is increased by each Charge of God-Splitter. Test Differant Durations
Gabriel delivers a powerful blow every 8th melee attack. Causes 80 True Damage per model and knockback in a Circle. Each Charge of God-Splitter reduces the number of attack required to Critical Strike by 1.
His crit damage is 10 less than his normal attack, but can hit multiple models.
Kill Team Ironmaw
Health: 2250
Normal Armour
5 Models
Bolter - 8 dps per Bolter Model (4 damage a shot ~every 0.5s)
Librarian Jonah Orion
Health:
Normal Armour
Jonah uses his familiar to manifest arcs of lightning. causes 100 True damage per model and Increases speed of allies in a Line.
Jonah uses his familiar to manifest arcs of lightning. causes 150 True damage per model and Increases speed of allies in a Circe inside the Stonewall.
Jonah calls forth the Emporer's Light. Increases Damage of allies (find numbers) while Disabling attacks, Blinding and Silencing enemies for 4 seconds in an Expanding Circle.
Jonah calls forth the Emporer's Light. Increases Damage of allies (find numbers) while Disabling attacks, Blinding and Silencing enemies for 5 seconds in an Expanding Circle.
Chaplain Diomedes
Normal Armour
Melee - Deals 135 Normal Damage per hit. 270 Normal Damage on Critical.
Diomedes recites the Liturgies of Battle, empowering himself and his Space Marine brethren. Increases Speed, rate of Critical Strikes and applies the Bonuses of his Critical Strikes to his normal melee attacks.
While Liturgies is active attacks from Diomedes grants a smaller additional bonus to all of your units.
Note- the bonus of his critical strikes is not impacted by Zeal currently
Diomedes gains Fury as he attacks, losing it when disabled or out of combat. At max Fury it grants a Charge, empowering his Critical Strike with additional properties.
The 1st Charge add 0 bonus melee Damage while the 2nd Charge Heals for 105 in a Circle.
Currently the first charge of Zeal seems to provide no tangible benefit. No bonus damage, nor conversion to True Damage.
Diomedes delivers a powerful blow every 6th melee attack. Grants 75 stacking Shields in a Circle and optional bonuses based on Charges of Zeal and Fury.
When Liturgies of Battle is active, a Critical Strike happens every 3rd attack.
Venerable Dreadnaught
Health:
Heavy Armour
30 AP damage + knockback, then 1.5 seconds later, 3 second stun, 50 true damage
2nd (1.5 seconds after the 1st):
150 AP damage
Terminators
Health:
Heavy Armour
Terminator's ranged attack deal normal damage in a cone.
A Terminator fires a barrage of missiles that Scatter in a Circle around the target position. Causes 140 Armour Piercing Damage per rocket in a Circle. Terminators fire additional missiles for each Charge they have.
Terminators gain Charges as they earn Fury from ranged combat and lose them when out of combat.
Missiles are based off the amount of fury, not charges. Each charge generates 3-5 missiles based on how full the fury bar is.
Assault Terminators
Health:
Heavy Armour
An Assault Terminator slams the ground the ground with his hammer. Causes 100 True Damage per model, Stuns, and Slows in a Circle.
The Assault Terminators deliver a powerful blow every 6th melee attack. Causes 100% bonus Damage.
Imperial Knight Solaria
Health:
Heavy Armour
Lul no way
Solaria fires up to six of her missiles on independent target positions. causes 350 Armour Piercing Damage per model in a Circle. cooldown is reduced for each missle not fired. When overheated, Solaria's missiles burn the ground (Must test dot.). Causes Damage over time and Slow in a Circle.
When Overheated, the missiles deal 550 Armour Piercing Damage.
Solaria generates Heat when firing or using abilities. When overheated, Solaria is slowed but deals increased Damage.
Solaria deals 149 dps ndreadormally, which increases to 186 dps when fully overheated.
Imperial Knight Paladin
Heavy Armour
The Paladin fires a powerful shot in the target direction. The projectile Pierces, doing 500 Armour Piercing Damage per model to units it passes through.
The Paladin does a sweeping attack with it's chainsword. Causes 300 True Damage per model, Knockback, and Stun in an Expanding Cone.
Space Marine Doctrines
Army Doctrines (Under Construction)
Scout Strike
Ablative Armour - Land Speeder
Ablative Armour - Predator
Both Destructor and Annihilator
Elite Doctrines (Under Construction)
Venerable Dreadnought's Command - Assault Leap During this time, they cannot be knocked back and take 75% decreased damage from all sources.
Space Marines Units
Drop Pod - Deals 350 Armour Piercing damage per unit, can deal damage to resource nodes (confirm building, as hitbox interferes with drops)
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