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.
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:
A lot of plots that have been made can be found in this Github folder
moraleplays_moralecomparison_squad___bloodrain_on_wailingwinds_on.pdf
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