Buff-stacking model

Bonuses of the same type add together, then multiply across categories. Skill damage is its own lane; enemy-defence debuffs multiply the whole stack. Now with the troop-triangle counter coefficient and skill Damage Factor (Algorithm A1).

Buff-stacking model

Bonuses of the same type add together, then multiply across categories. Skill damage is its own lane; enemy-defence debuffs multiply the whole stack. Now with the troop-triangle counter coefficient and skill Damage Factor (Algorithm A1).

%
%
%
%
%
%

from gear/accessories — only boosts active skills

their summed defence stack (scout report)

shred from Philip II, Liu Che, etc.

fixed number set by the active skill’s level

Worked example — compendium D.1.1
FieldExampleWhere it comes from
Academy attack tech+25%your Academy research screen (attack nodes)
Commander skills + talents+15%skill text + talent-tree attack nodes
Gear set total+46%Blacksmith — sum of the loadout (see the Gear tab)
Rune+10%the one active rune (Blue attack rune here)
VIP+5%VIP page combat bonuses
Alliance tech / titles+9%alliance War tree + king’s titles
Skill dmg / enemy def / debuff24 / 120 / 20gear skill-damage lane; scouted defence; Philip II shred

All attack sources SUM to +110% → effective attack 210,000 on a 100,000 base. The QSH + YSG archer march from the paper.

Theorem 3 — whose stack sets the margin?

The enemy’s defense cancels out of your marginal attack value: at a +150% stack, the next +10% attack buys ~4% real damage whether the defender sits at 0% or 300%. Their stack only matters in the shred lane — which is why the debuff field above multiplies your whole output while another attack source barely moves it.

Total attack bonus
+0%
sum of all sources (additive within category)
Relative damage index
1.00×
effective attack ÷ effective enemy defense (after debuff)
Skill-hit multiplier
1.00×
skill damage is a separate multiplier lane
Value of the next +10% attack
+10.0% real damage
Still worth stacking attack.