Table of Contents

UNPUBLISHED FOR NOW BECAUSE SOME MORE (minor) DETAILS NEED TO BE ADDED TO MODEL

Simulation and analysis by Isitaris, with a lot of help from Loggy for exact mechanics (Dom 5 fear mechanics and discussions about updates in Dominion 6), and help from Negate for a few crucial tests in-game.

Fear Battle Enchantments

The two battle enchantments Wailing Winds and Blood Rain both have very intricate effects on a battle. They both apply some variation of fear effects on opponent's units, but they do so in different ways and with different limitations. To try and understand how effective both of those historically iconic spells are, I decided to try and model them with a Monte Carlo simulation. We will see that Blood Rain on its own is very effective at making commanders run, while Wailing Winds is more suited to having low morale units run, and that their combination will allow Wailing Winds to affect medium morale units.

The mechanical details of the two spells are as follow:

The Python code of the simulation can be found here on Github (change names of morale checks to match those on this page)

A lot of plots that have been made can be found in this Github folder

moraleplays_moralecomparison_squad___bloodrain_on_wailingwinds_on.pdf

A few figures of interest

moraleplays_moralecomparison_squad___bloodrain_on_wailingwinds_on.pdf

this should be made a png

What to show:

commanders

units

let people check github for density 1 and 2