In War and Order, Attack enhances your units' base strength before enemy armor is factored in, while Damage acts as an end-stage multiplier that scales final casualties. You should build enough baseline Attack to pierce enemy Defense, then prioritize Damage Increase across specialized systems like equipment refinements, Beast skills, and artifacts to maximize total troop kills.
How Combat Calculations Process Attack and Damage
Battles evaluate offensive and defensive stats in two distinct phases:
- The Attack Phase (Pre-Mitigation): Your units' base attack values combine with all additive Attack percentages from research, College technologies, VIP perks, and basic gear:
$$\text{Effective Attack} = \text{Base Troop Attack} \times (1 + \text{Total Attack Bonuses})$$ This total is calculated directly against the opposing unit's Defense stat to establish the baseline wound potential.
- The Damage Phase (Post-Mitigation): The resulting baseline power is multiplied by your total Damage bonuses and filtered through the defender's Damage Reduction:
$$\text{Final Casualties} = \text{Mitigated Power} \times (1 + \text{Damage Increase}) \times (1 - \text{Enemy Damage Reduction})$$
Because Damage applies after the initial defense check, it directly magnifies the casualties produced by a successful strike. For example, if an exchange yields a base casualty count of 10,000 troops, a 15% Damage Increase raises the final casualty count to 11,500.
Comparing Attack Stacking and Damage Multipliers
Relying entirely on Attack percentage leads to diminishing relative returns. Mid-to-late-game players routinely accumulate 300% to 500% or more in combined Attack buffs. If your army already possesses a 400% Attack bonus, adding another 20% increases your total offensive pool by only 4% relative to your existing output.
Damage Increase exists in much smaller totals, meaning each percentage point yields a stronger relative increase to your final battle report.
| Metric | Attack Percentage Stacking | Damage Increase Stacking |
|---|---|---|
| Typical Stat Pool | High (300% to 700%+) | Low to Moderate (15% to 60%) |
| Calculation Point | Pre-mitigation against enemy Defense | Post-mitigation scaling final casualties |
| Relative Yield | Diminishes as the existing bonus pool grows | High relative value due to lower availability |
| Primary Sources | College research, castle buildings, basic gear | Equipment refinements, Beast skills, artifacts |
Treat Attack and Damage as interdependent factors. High Attack is required so your army does not stall against high-defense frontlines. Once your baseline Attack reliably breaches enemy armor, Damage multipliers produce significantly larger casualty spikes than stacking additional Attack.
Defensive Counters: Defense vs. Damage Reduction
Defending armies reduce your offensive output through two separate layers:
- Defense: Directly lowers incoming base Attack. If your Attack bonus is too low relative to an enemy's high-tier Infantry Defense, your initial hit power will be heavily blunted before damage multipliers can take effect.
- Damage Reduction: Subtracts directly from your Damage Increase during the post-mitigation phase. Even if an attack pierces armor with high raw numbers, heavy Damage Reduction on the target suppresses the final casualty count.
Overcoming heavily fortified targets requires balancing both stats. Use sufficient Attack to clear defensive thresholds, and layer Damage Increase to overcome defensive reduction pools.
Priority Order Across Upgrade Systems
Because standard College research and castle progression naturally provide large Attack pools over time, allocate rare customization opportunities toward Damage Increase.
- Lord Equipment and Refinements: Standard gear pieces provide baseline class Attack. When rolling refinement lines on high-tier gear, select Damage Increase or skill damage lines over flat Attack rolls once your baseline Attack exceeds 300%.
- Beast Skills and Talents: Use basic Beast talents to establish a baseline Attack floor. Direct your primary investment into active skills and higher-tier passive talents that supply army-wide Damage Increase.
- Artifacts and Crown Upgrades: Spend rare event currencies on artifacts that offer universal or class-specific Damage Increase rather than standard military attack boosts that College research already covers.
Troop-Specific Stat Allocation
Apply offensive multipliers based on each unit type's tactical role:
- Mages and Archers: These backline units possess the highest native base attack. Focus your Damage Increase investments heavily on these classes to create high-damage volleys that eliminate frontlines quickly.
- Cavalry: Flanking units rely on burst power to eliminate opposing backlines before suffering attrition. Prioritize Damage Increase to accelerate their clear speed against squishier targets.
- Infantry: Frontline Infantry exist primarily to absorb incoming hits. Prioritize Health and Defense over Damage Increase, as their native offensive output is low.
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Player Comments
32 players commented on this guide.
This saved me time in the early game.
Can you add more details about base building in a future update?
The tips are practical and easy to follow.
Good guide for War and Order players. The base building part was useful.