Unit Settings

Unit Settings determine a unit's performance on the battlefield. This article details function of each settings along with its quirks.

## Main Settings

### Health

Health is the value that determines how much damage a unit can take before dying. The higher the Health, the more damage the unit can take before succumbing to death.

### Damage

Damage is the value that determines how much health a unit will lose after getting attacked by the unit, whether through their weapon or projectile. The higher the Damage, the easier it is to kill other units. Damage is different from Splash Damage, as it can be negated by stats such as Armor.

### Attack Speed and Break Time

**Attack Speed**

Attack Speed is the duration of the unit's attack animation, in seconds. Damage is dealt in the middle of the animation's duration.

**Attack Break Time**

Attack Break Time is the time between attacks, in seconds. In other words, the cooldown of each attack. The lower the Attack Break Time, the quicker a unit can start start an attack. Both are affected by Attack Speed Mult in Character Customization.

### Attack Range

    Attack Range is how far a unit can attack their enemies in meters. The higher the Attack Range, the further a unit can attack. It is not required for a melee unit to physically touch the enemy in order to inflict damage; however, ranged units are limited by how far their projectiles can travel. Ranged units will still keep on firing their shots despite it being impossible for the projectiles to reach their targets.

### Impact Force

Impact Force is the value of knockback force applied on an attack. The higher the Impact Force, the higher the unit will launch when attacked. No knockback will be applied if the attack is negated by blocking or armor.

Splash damage is needed for impact force to be notable. It can also be stacked.

### Splash Damage

Splash Damage is a separate value that determines how much health a unit will lose after getting attacked by the unit. Unlike normal damage, Splash Damage inflicts damage in a radius, depending on the unit's splash damage radius. It cannot be negated by blocking or armor. Splash Damage does not suffer from damage falloff.

Death by splash damage does not count into the team's total kill. Splash damage also does not affect friendly units.

### Splash Damage Radius

Splash Damage Radius is how big of an area that splash damage can affect. The higher the splash damage radius, the bigger the area splash damage affects. It does not necessary affect in area of a circle; it could be a semi-circle or cone.

### Max Move Speed

Max Move Speed determines the maximum speed of the unit moving on the map. The higher the max move speed, the faster the unit runs. The unit will be stationary if it is set to zero.

## Ranged Settings

### Is Ranged

Is Ranged is a checkbox that sets whether the unit is a ranged unit or not. If checked, the unit will fire their selected projectile when attacking; if not, the two settings below are irrelevant.

### Projectiles

*Main article: Projectiles*
Projectiles offer a way for units to damage their enemies from afar. These can range from flying sticks to supersonic lead that causes an explosion on impact. Not all projectiles are created equally, some can travel further than others, while some are more easily deflected.

### Accuracy

Accuracy determines the spread of projectiles when fired by the unit. The higher the accuracy, the lower the projectiles spread and vice versa. Do note that 100% accuracy does not guarantee projectiles to hit their targets.

Accuracy has no effect on melee units.

## Defense Settings

### Melee Block

Melee Block is an instance where the unit raises their shield or guard against a melee attack, completely negating its damage. Only attacks coming from the front can be blocked. Successful blocks will create a metallic clang sound instead of a fleshy one.

100% block chance does not guarantee all attacks be blocked, as there is a chance that attacks can overwhelm the blocks. Melee Block also seems to be disabled in 1v1 scenarios. However, Melee Block will change if the unit gets possessed, as Melee Block will now work from any direction, as long as the attacks are only coming from that single direction.

### Range Block

Range Block or Shielding is the deflection of projectiles when hit, negating its damages and even returning it back to sender. Again, it only blocks projectiles in front of the unit. In addition, the projectile has to fall under the Max Range Block Force of the unit to be successfully blocked.

Projectiles are converted to the other unit's side after deflecting it, which in turn can also damage their enemies, though with greatly reduced damage.

Units with Range Block will slow down when they are under fire from projectiles. The more projectile the unit faces, the slower they will be. All units with Range Block (except Roman Soldiers in testing) can slow down to a walk when facing projectiles.

### Max Range Block Force

The types of projectiles Projectile Block can deflect is limited by the Max Range Block Force values, which has to be higher than the projectile's force. Projectiles with forces exceeding the unit's Max Range Block Force will ignore Range Block completely. Projectiles can still incur some hits if its force is the same as the Max Range Block Force of the unit, even with 100% Range Block chance.

Intuitively, a bullet will have a higher force than an arrow and thus will require higher Max Range Block Force to deflect. A full list of Max Range Block Force needed to repel projectiles is available **here**.

### Melee Armor

Melee Armor provides passive protection against melee attacks, nullifying its damage and impact force. Unlike Melee Block, provides constant protection from all sides. A unit with 100% Melee Armor is completely invulnerable to melee attacks, unless they are hit with splash damage from a source that was not deflected by block or armor.

### Range Armor

Range Armor function similarly as projectile block, deflecting incoming projectiles that are below its Max Range Armor Force. The only difference is that Range Armor does not slow down units when under effect and protects from all sides. Some projectiles will cause great Impact Force if deflected by armor (i.e., Catapult Rocks).

### Max Range Armor Force

The types of projectiles Ranged Armor can ricochet is limited by its own Max Range Armor Force values, which has to be higher than the projectile's force. Projectiles with forces exceeding the unit's Max Range Armor Force will ignore the unit's Range Armor completely, penetrating them. Projectiles can sometimes penetrate armor if its force is the same as the Max Range Armor Force of the unit, even with 100% Ranged Armor chance.

Both Max Range Block Force and Max Range Armor Force work on the same system regarding projectile forces, and thus the values can be used interchangebly, depending on which defense type is prefered for the unit. A full list of Max Range Armor Force needed to repel projectiles is available **here**.

## Uncustomizable Settings

### Projectile Velocity

Projectile Velocity is how a fast a projectile travels after getting released. The higher the value, the faster the projectile travels. A projectile with higher velocity can travel further before getting pulled to the ground by gravity.

### Burst Count

Burst Count is the amount of projectiles fired in a single attack. It can be set to fire all projectiles instantaneously or in successions with some delay. This setting can be used to simulate a scattergun, or an automatic machine gun with reloads in between bursts.

### Weight

Weight is the value of knockback resistance for units. The higher their weight, the less affected they are from Impact Force. The average human unit has a weight of 180.