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
| Field | Example | Where 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 / debuff | 24 / 120 / 20 | gear 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.