Nope, it comes in second. I'd much rather my unit dropped to zero than run away with full HP Levy freemen/eastern spearmen be running at half the unit number. What good is all that hp then?
Base morale is the most important stat, HP comes in second and armour third. I'd much rather have a unit HP drop to 0 than the unit run away with full HP HP buys more time for the unit but is a waste if the units won't stand and fight to drain it Armour is effective in both melee and missile protection, making it effective twice as much as other stats
You give me the vibes of an old rome II content creator, Maximus Decimus Meridius. You are just as knowledgeble as him plus concise so that your videos are not 30 mins of just one topic. Keep up the great work
"Swords have Bonus vs Infantry" This only works in earlier patches as most of them have literal 0 Bonus vs Infantry, Swords only have relatively high Base Damage but low AP Damage. However now Clubs usually have 10 Bonus vs Infantry, and Hoplites in Hoplite wall gain 5 Bonus vs Infantry.
Fun fact - legions are one of the best melee not because of their stat , but because of formation they get tired much much slower. For example in a fight of Praetorians vs Oaths , Oaths will get exhausted like 5 times faster leaving them at the mercy of Praetorians. I didnt tested it for other formation based units , like Hoplites , but I guess its the same story
Are you sure that's in vanilla? I saw mods in the workshop that gave buffs to formation attack such as getting tired slower, because otherwise formation attack was pointless, even detrimental in some situations.
I realised that I didn't understand very well stats when I was watching those 1v1 Total War units videos which have appeared lately and I seldom figured out the outcome. Thanks for the tips, they are going to be really helpful.
You sort of got the shield thing wrong. The shield stats don't affect how much you block. A unit's base armor and the shields armor combine to reduce incoming base damage regardless of the source you got that right, but shields have a 3rd actually hidden (not visible) stat. That is missile block chance, and it is completely separate from the armor or melee defense stat. The Germanic small skirm shield has 20/20 for its melee defense and armor but has a missile block chance of 60, the Hoplite shield has 15/45 but only a 50 block chance. Basically, unless you look it up you can't see it and having good values in either of the visible stats doesn't mean that the shield has good block chance, also it only works from the front (and the sides sort of but that's more complicated). The mass thing is also kind of off as what the unit shows is on the unit card is just its weight class and not its actual mass (a number) which is what is used for things like impact damage and knocking over units or even just how much one unit can push into another on a charge (or push out of the way). Quick rule of thumb about mass all cavalry medium and above is heavier than all infantry, even super heavy, and some units of the same class do not have the same mass. The best example I can give is Naked Swords and Fierce Swords. The Naked swords are listed as light but don't use that entities they use a special barbarian entity which makes them the speed of light infantry and the same mass as default medium infantry. Fierce Swords are similar but listed as medium and their mass is actually 10 above default heavy mass (they are 140 vs 130) while still being default medium weight class speed. So, the hidden stats are even more hidden than your video implies, good video either way.
i got one you mightve missed, if you can circle your missile unit behind the enemy unit offset to their right, the missiles will devastate the enemy, even heavily armored units.. the enemy has to be engaged or prevented from turning by surrounding them with several missile units
For me its speed, armour and shield. Morale really is only important for long engagements which most pikemen and spear units excel at. Or equivalent sword units. Getting flanks with stretched lines using brace while lighter units flank with arrows/javelines fly at flank angles along with calvary charges and immediate recharges are glorious.
1:28 What does Reduction in Melee Defense really mean? A Melee Defense consist of 2 value, Base Defense and Shield Defense. Unit such as Hoplites(57 MD) have a high Base Defense(42) but Low Shield Defense(15), while Celtic Warriors(50 MD) have mediocre Base Defense(20) but high Shield Defense(30). one interpretation is that when a model/soldier in the unit attacked from the front the full Base and Shield Defense is in the calculation, while being attacked on the side or rear will only count the Base Defense. So when a Hoplite unit is fully surrounded from 4 Sides is the 30% Melee Defense debuff only works on their Base Defense?, so their Base Defense is reduced to 29 to a total of 44 when a model is attacked in the front, while a surrounded Celtic Warriors will get their base defense reduced to 14 to a total of also 44 when attacked in the front.
I thought this was going to be about actual hidden stats, like the hidden bonus vs large of a Thracian noble. Or the fact that a sword master is very heavy despite saying heavy. A video on those would be interesting.
For me, there are some nuances that are hard to be certain of, unless one knows, or is able to come up with suitable test. 1. Does any bonus damage (like anti cavalry bonus) scales with the level of fatique/surround debuf, or do these stay the same, no matter the circumstances? 2. How does game treats surrounding, e. g. in theory 4 units neatly surrounding one unit in melee seems to be given, but what about charging two cavalry units into opposing corners of one infantry unit? Can a single unit engaged both from the rear and one flank cause double debuff, or is it strictly one debuff per one unit attacking per direction? 3. If a unit, lets say attacked from one flank and a rear repositions mid-fight to sort of face both attackers from the front, would this in extreme case negate the applied penalty fully? As for arrow fire vs range in game and reality, the arrow has always max energy at launch, so point blank should be the best option, when considering real damage, its only that arrows fired in an arc store some potential energy converted back to kinetic one, so at longer distances they hit with more power than mid flight, but thats it - firing at 10 metre distance is still unparalleled in theoretical penetrative power. (on the other hand, longer distance + falling from above could have much greater effect than point blank straight into the wall of shields, later battle of Hastings could be taken as one good example from more widely known battles. But against armour itself, nothing matches the arrows shot from close distance in ability to penetrate it.)
Nope its added to weapon damage. Go see testing by Maximus Decimus Meridius in Rome 2 with custom infantry that holds 0 weapon damage and melee attack/
Someone mentioned that Hoplite wall have bonus of 5. Bonus of 5 attack or defence? Is this separate from the 25% melee defence bonus? And hidden as well?
Do javlins (aka pilas) have hidden bonus against cavalry including elephants? How much is it? Heard that even fire arrows have some hidden bonus damage against cavalry.
Hannibal's take on a massive enemy army: ordering the center to fall back slowly, to trap the entire army and slaughter almost 60,000. My take on a massive enemy army (Rome 2): A carefully prepared concave line with the highest morale and defence in the center, shielded by a line of skirmishers that are supposed to soften the charge and retreat behind the heavy infantry, cavalry on the flanks, to advance hidden and fall behind the enemy.....then half of the enemy army just turns left to charge at my cavalry, because I had placed them a little too close. Does AI stand for Artificial Idiocy in this game? The engine shows its age: poor combat mechanics, poorer unit cohesion and even poorer battle tactics. That's why we need Rome 3.
According to my knowledge active has no penalty or bonus to unit stats its same as fresh. But if its so as you said, I would like to know which table in data really says it gets 10% bonus to stats? Anyway really useful information that even I had no idea like stat penalties when get attack from side and rear, I only knew about morale penalty.
@FightMe Could you explain if you have ''Bonus VS Large'' What does that mean? Because you was only explaining the ''Bonus VS Infantry'' 10 points extra.
They seem to stack by multiplying, not by adding. Say oath sworn get exhausted, their atk is 24. If get flanked, they lose 25% of 24, which means they would lose another 6, and are left with 18 attack.
it is doe, you probablt getting still nice kills bc the units that ur fighting are also exausted or less expensive, Bc trust me if you are getting surrounded by oathsworn while they are fresh and you are exausted you will DIE haha
It stacks, but attacked in the flank/rear is a malus to melee defense not melee attack., exhausted oathsworn loses melee defense and melee attack and it does stack with getting surrounded. which is a different debuff. being outflanked and attacked in the rear only impacts melee defense. your melee attack and dmg output is not altered. Only fatigue does that.
Hello You are very good in total war 2. Can you explain hidden mecanics in diplomacy? (reliability rating... How much you lose then declate war and etc) Do be you know any resourses with this information? Thx a lot
Lol i really knew nothing i always thought morale is the most important one😂 but i also just used 1 legion praetorians and velites vs 3 enemy legions of spearmen😂
i mean i can understand that bc higher armor means your unit takes less health damage so that means they would die slower, so ye i can see that be true
@@FightMeTotalWar Can you suggest me how can I study these game stats properly? I used pack file manager to read them. Was quite clumsy and difficult. Also there were different versions of that software. Any other software there?
I will fight you! Pila is not a generic term for "javelin." (And it's not plural.) Javelins = deadly throwing darts. Pila (singular) Pilum (plural) = Niche, specific, (ingenious) Roman throwing spear designed to disable shields. They do almost NO damage to even lightly-armored troops in real life. (But games = fantasy.) The pila has a pyramid-shaped head (terrible for penetration!) but a neck made of lead behind it. This means it gets bent, and stuck, in a shield. Now the shield is too ungainly to lift, so it is dropped. The charging infantry are now neutered and easily defeated by Romans. Can the enemy throw the pila back at Romans? Nope. It's so weak, it's now bent, even if it landed on the ground. Now, if you want to keep saying pila instead of javelin - meet me in the arena!
@@FightMeTotalWar Oh no. :( Only opponents who defeat me in battle are worthy of a place in my harem. None have yet accepted my challenge. Even FightMe The Great! How am I to start a royal dynasty now, without suitors?
Looks like basing the entire game on math produced a robotic simulacrum of warfare. The human mind doesnt deal in percentages, it deals in fear, dread, panic, courage, inspiration. What CA doesnt understand is that you cant advertise your franchise as being historical strategy when you dont take in account the most fundamental aspect of war: morale. This is why medieval 2 and rome 1 battles worked so well. I dont mean to say that theres no morale mechanics, just that they are delivered extremely poor. We can sit here all day and argue about what was wrong and what was good about these games but the sad thing is its all about the profit (the cheap and undeserved kind) and arcade fantasy genre nowadays.
@@FightMeTotalWar the debuffs are negligible in a situation where a low cost unit fights a high cost one. Volound made a clip where he was cycle charging some legionaires with 6 cheap units of cav to no effect. Imagine if the bullets fired from a taliban soldier who was trained for 2 weeks couldnt hurt a navy seal with hundreds of thousands dollars worth of training
What do you are the TOP 3 MOST Important Stats?
Melee atck
Melee def
Melee damage
Interesting!
Melee attack armor def
@@lucadaniels7253 Nearly what I would say!
Melee attack, melee defense and armor.
health is obviously the most important stat because when it reaches 0 your unit is dead
Abu the Wise
Yeah def in the top 3
hahaha
Nope, it comes in second. I'd much rather my unit dropped to zero than run away with full HP
Levy freemen/eastern spearmen be running at half the unit number. What good is all that hp then?
@@geneicgaminghub9326 agreed
Base morale is the most important stat, HP comes in second and armour third.
I'd much rather have a unit HP drop to 0 than the unit run away with full HP
HP buys more time for the unit but is a waste if the units won't stand and fight to drain it
Armour is effective in both melee and missile protection, making it effective twice as much as other stats
AMEN to that!! Morale is most important by far!! What good is the other stats if your units are running away!!! "Stand and Fight!"
You give me the vibes of an old rome II content creator, Maximus Decimus Meridius. You are just as knowledgeble as him plus concise so that your videos are not 30 mins of just one topic. Keep up the great work
Thanks for the compliment, its a honor to be compared with the legend maximus!
"Swords have Bonus vs Infantry"
This only works in earlier patches as most of them have literal 0 Bonus vs Infantry, Swords only have relatively high Base Damage but low AP Damage.
However now Clubs usually have 10 Bonus vs Infantry, and Hoplites in Hoplite wall gain 5 Bonus vs Infantry.
indeed!
Yea bloodsworn get +10 vs infantry still.. cool unit, they carry clubs, axes, swords and warhammers.
Fun fact - legions are one of the best melee not because of their stat , but because of formation they get tired much much slower.
For example in a fight of Praetorians vs Oaths , Oaths will get exhausted like 5 times faster leaving them at the mercy of Praetorians.
I didnt tested it for other formation based units , like Hoplites , but I guess its the same story
interesting!
Are you sure that's in vanilla? I saw mods in the workshop that gave buffs to formation attack such as getting tired slower, because otherwise formation attack was pointless, even detrimental in some situations.
Great video
straight to the point, no clickbait, useful
subscribed
❤️
I realised that I didn't understand very well stats when I was watching those 1v1 Total War units videos which have appeared lately and I seldom figured out the outcome.
Thanks for the tips, they are going to be really helpful.
Good to Hear that! Ye Joe Onit is a great youtuber
You sort of got the shield thing wrong. The shield stats don't affect how much you block. A unit's base armor and the shields armor combine to reduce incoming base damage regardless of the source you got that right, but shields have a 3rd actually hidden (not visible) stat. That is missile block chance, and it is completely separate from the armor or melee defense stat. The Germanic small skirm shield has 20/20 for its melee defense and armor but has a missile block chance of 60, the Hoplite shield has 15/45 but only a 50 block chance. Basically, unless you look it up you can't see it and having good values in either of the visible stats doesn't mean that the shield has good block chance, also it only works from the front (and the sides sort of but that's more complicated). The mass thing is also kind of off as what the unit shows is on the unit card is just its weight class and not its actual mass (a number) which is what is used for things like impact damage and knocking over units or even just how much one unit can push into another on a charge (or push out of the way). Quick rule of thumb about mass all cavalry medium and above is heavier than all infantry, even super heavy, and some units of the same class do not have the same mass. The best example I can give is Naked Swords and Fierce Swords. The Naked swords are listed as light but don't use that entities they use a special barbarian entity which makes them the speed of light infantry and the same mass as default medium infantry. Fierce Swords are similar but listed as medium and their mass is actually 10 above default heavy mass (they are 140 vs 130) while still being default medium weight class speed. So, the hidden stats are even more hidden than your video implies, good video either way.
🤝😨
2:32 *Physics has left the chat*
😂
Morale is actually the most important stat. If your army gets flanked and your units waver, the entire line can collapse leading to disaster.
i got one you mightve missed, if you can circle your missile unit behind the enemy unit offset to their right, the missiles will devastate the enemy, even heavily armored units.. the enemy has to be engaged or prevented from turning by surrounding them with several missile units
For me its speed, armour and shield. Morale really is only important for long engagements which most pikemen and spear units excel at. Or equivalent sword units.
Getting flanks with stretched lines using brace while lighter units flank with arrows/javelines fly at flank angles along with calvary charges and immediate recharges are glorious.
1:28
What does Reduction in Melee Defense really mean?
A Melee Defense consist of 2 value, Base Defense and Shield Defense.
Unit such as Hoplites(57 MD) have a high Base Defense(42) but Low Shield Defense(15), while Celtic Warriors(50 MD) have mediocre Base Defense(20) but high Shield Defense(30).
one interpretation is that when a model/soldier in the unit attacked from the front the full Base and Shield Defense is in the calculation, while being attacked on the side or rear will only count the Base Defense.
So when a Hoplite unit is fully surrounded from 4 Sides is the 30% Melee Defense debuff only works on their Base Defense?, so their Base Defense is reduced to 29 to a total of 44 when a model is attacked in the front, while a surrounded Celtic Warriors will get their base defense reduced to 14 to a total of also 44 when attacked in the front.
The debufs work on the overal melee def
Morale, Chosen Uar Warriors are always a pain in the ass because those guys just won't back down.
I thought this was going to be about actual hidden stats, like the hidden bonus vs large of a Thracian noble. Or the fact that a sword master is very heavy despite saying heavy. A video on those would be interesting.
These are super useful, thanks
Glad to hear!
The missile block chance on shields is a completely separate value that you have to look up.
True
WOW, i am playing rome total war 2 for more than 8 years, and i learn a lot today
great to hear that
I started playing DEI and it gives you moral and combat stats whilst you play
For me, there are some nuances that are hard to be certain of, unless one knows, or is able to come up with suitable test.
1. Does any bonus damage (like anti cavalry bonus) scales with the level of fatique/surround debuf, or do these stay the same, no matter the circumstances?
2. How does game treats surrounding, e. g. in theory 4 units neatly surrounding one unit in melee seems to be given, but what about charging two cavalry units into opposing corners of one infantry unit? Can a single unit engaged both from the rear and one flank cause double debuff, or is it strictly one debuff per one unit attacking per direction?
3. If a unit, lets say attacked from one flank and a rear repositions mid-fight to sort of face both attackers from the front, would this in extreme case negate the applied penalty fully?
As for arrow fire vs range in game and reality, the arrow has always max energy at launch, so point blank should be the best option, when considering real damage, its only that arrows fired in an arc store some potential energy converted back to kinetic one, so at longer distances they hit with more power than mid flight, but thats it - firing at 10 metre distance is still unparalleled in theoretical penetrative power. (on the other hand, longer distance + falling from above could have much greater effect than point blank straight into the wall of shields, later battle of Hastings could be taken as one good example from more widely known battles. But against armour itself, nothing matches the arrows shot from close distance in ability to penetrate it.)
The charge is added to attack, not damage, the def is a % but every single attk has a % of an insta kill no matter armor health and def.
I learned it different But will note it!📝👌
Nope its added to weapon damage. Go see testing by Maximus Decimus Meridius in Rome 2 with custom infantry that holds 0 weapon damage and melee attack/
I did know that you get a debuff, but they are honestly bigger than I thought. Are the numbers the same in all TW games? After Rome 2 that is.
Not sure 100% But more less the dame i think
@@FightMeTotalWar How do you see these stats (which files)? Your video got me curious about looking into this kind of stuff in Attila :)
A tier list of all the stats would be interesting...
i would say moral is pretty important since it gives you more time to flank
true!
Playing DEI for too long made me realize the stats in vanilla rome 2 are ridiculous af
Someone mentioned that Hoplite wall have bonus of 5. Bonus of 5 attack or defence?
Is this separate from the 25% melee defence bonus? And hidden as well?
Hoplites indeed have 5 bonus Vs inf in hoplite wall
Do javlins (aka pilas) have hidden bonus against cavalry including elephants? How much is it?
Heard that even fire arrows have some hidden bonus damage against cavalry.
Thats only in Total war Rome 1
Hannibal's take on a massive enemy army: ordering the center to fall back slowly, to trap the entire army and slaughter almost 60,000.
My take on a massive enemy army (Rome 2): A carefully prepared concave line with the highest morale and defence in the center, shielded by a line of skirmishers that are supposed to soften the charge and retreat behind the heavy infantry, cavalry on the flanks, to advance hidden and fall behind the enemy.....then half of the enemy army just turns left to charge at my cavalry, because I had placed them a little too close.
Does AI stand for Artificial Idiocy in this game? The engine shows its age: poor combat mechanics, poorer unit cohesion and even poorer battle tactics. That's why we need Rome 3.
I've just been jump scared by big bees' toe...
hahaha YES INDEED
According to my knowledge active has no penalty or bonus to unit stats its same as fresh. But if its so as you said, I would like to know which table in data really says it gets 10% bonus to stats? Anyway really useful information that even I had no idea like stat penalties when get attack from side and rear, I only knew about morale penalty.
Its in the gamefiles
Honga used to list hidden stats
Just from this single video , i shall subscribe
Its an honor to have u here
@FightMe Could you explain if you have ''Bonus VS Large'' What does that mean?
Because you was only explaining the ''Bonus VS Infantry'' 10 points extra.
Good video! Do you have any intel on warhammer 2/3 as well? Would love to see it
Thanks man! I ve Made some videos ye, but will be making more when Mortal Empires comes out
@@FightMeTotalWar Looking forward to that! Only one long ass month to go
ye will be great hopefully
I didn't know the shield value would add only to the missile protection! Been playing this game for years and just now I understand haha
it also works for melee def, but it only works for missle blockchance
@@FightMeTotalWar I just installed Rome 2 again(Playing Warhammer 3 but Rome 2 is probably my favorite still) Just to check all that
Same for me Rome 2 is a Gem and a very strong community
@@FightMeTotalWar The last good historical game in my opinion. Attila was decent apart from running like shit
Bro again W vid!
♥
Tnx bro for video ♥️💪
Np man!🍻
do all debuffs stack? an exhausted oathsworn has a 24 att and if it gets attacked from all sides it further reduces to 12?
Ye im pretty sure it does!
@@FightMeTotalWar it really doesnt feel like it tho, they still do dmg even then D:
They seem to stack by multiplying, not by adding. Say oath sworn get exhausted, their atk is 24. If get flanked, they lose 25% of 24, which means they would lose another 6, and are left with 18 attack.
it is doe, you probablt getting still nice kills bc the units that ur fighting are also exausted or less expensive, Bc trust me if you are getting surrounded by oathsworn while they are fresh and you are exausted you will DIE haha
It stacks, but attacked in the flank/rear is a malus to melee defense not melee attack., exhausted oathsworn loses melee defense and melee attack and it does stack with getting surrounded. which is a different debuff. being outflanked and attacked in the rear only impacts melee defense. your melee attack and dmg output is not altered. Only fatigue does that.
Hello
You are very good in total war 2.
Can you explain hidden mecanics in diplomacy? (reliability rating... How much you lose then declate war and etc) Do be you know any resourses with this information? Thx a lot
im not the best at campaign sry bro
Is this for the whole unit?? I wish you could rotate the front line of attackers with the ones in the rear because they just stand there.
Lol i really knew nothing i always thought morale is the most important one😂 but i also just used 1 legion praetorians and velites vs 3 enemy legions of spearmen😂
Wel Good you know noe
A lot of total war youtubers that i see say that a unit fights longer with high armor stats rather than one with higer morale. Myth or truth?
i mean i can understand that bc higher armor means your unit takes less health damage so that means they would die slower, so ye i can see that be true
Moral number 1!
FAX
Yup! Hate it when a unit breaks while it still has more than half the unit left.
ye that sucks
Can u please do army comps for land battle too?
ye that honestly not a bad idea
I'm surprised no one mentions it's spelled CRUCIAL, but I bet they didn't find it that crucial.
hahah yeah right😆
Im a Rome 1 player so all of this is very brain mushing. Especially the fancy pants bonuses to stats.
Is morale as big of a factor in this as Rome 1?
Its a most important factor
What about two hit point units? How does that work?
Damn, I’m still learning about a ten year old game
Ye it’s crazy
Wow reslly need to keep my units active
YES SIR haha
Most important is melee attack, armour and morale💀🤝🏻d
This is OP
Do units with falx weapon have hidden bonus against all cavalry?
Yes!
@@FightMeTotalWar Can you suggest me how can I study these game stats properly? I used pack file manager to read them. Was quite clumsy and difficult. Also there were different versions of that software. Any other software there?
nope but practise make perfect
just realized how strong suebi is (^o^)
Yeah they are def strong!!!
Where did u check that ?
In the gamefiles
Are these all the mechanics!?
Dont think so but we can always have a prt 2 right hahah
@@FightMeTotalWar archer accuracy!
I will fight you! Pila is not a generic term for "javelin." (And it's not plural.)
Javelins = deadly throwing darts.
Pila (singular) Pilum (plural) = Niche, specific, (ingenious) Roman throwing spear designed to disable shields. They do almost NO damage to even lightly-armored troops in real life. (But games = fantasy.)
The pila has a pyramid-shaped head (terrible for penetration!) but a neck made of lead behind it. This means it gets bent, and stuck, in a shield. Now the shield is too ungainly to lift, so it is dropped. The charging infantry are now neutered and easily defeated by Romans. Can the enemy throw the pila back at Romans? Nope. It's so weak, it's now bent, even if it landed on the ground. Now, if you want to keep saying pila instead of javelin - meet me in the arena!
I will fleee the field like a coward
@@FightMeTotalWar Oh no. :( Only opponents who defeat me in battle are worthy of a place in my harem. None have yet accepted my challenge. Even FightMe The Great! How am I to start a royal dynasty now, without suitors?
I will fight YOU
Melle attack - mele damage - melle damage
Interesting 2 times melee damage🤔
@@FightMeTotalWar no, its mele damage and melle damage
hahah Heyna Are you btw joining the tournament
Ah nice ouwe
❤
Looks like basing the entire game on math produced a robotic simulacrum of warfare. The human mind doesnt deal in percentages, it deals in fear, dread, panic, courage, inspiration. What CA doesnt understand is that you cant advertise your franchise as being historical strategy when you dont take in account the most fundamental aspect of war: morale. This is why medieval 2 and rome 1 battles worked so well.
I dont mean to say that theres no morale mechanics, just that they are delivered extremely poor.
We can sit here all day and argue about what was wrong and what was good about these games but the sad thing is its all about the profit (the cheap and undeserved kind) and arcade fantasy genre nowadays.
The debuffs cause ur unit to lose men quickly which infects the moral
@@FightMeTotalWar the debuffs are negligible in a situation where a low cost unit fights a high cost one. Volound made a clip where he was cycle charging some legionaires with 6 cheap units of cav to no effect. Imagine if the bullets fired from a taliban soldier who was trained for 2 weeks couldnt hurt a navy seal with hundreds of thousands dollars worth of training
Good vids noob
Thanks broski
Fight Me !!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!😍
Tldw higher number better unit
you dont actually pronounce the W in sword