In AoC, Bombard Cannons had 92% accuracy. They would occasionally do 0 damage to their target even with what seemed to be a direct hit, because this is how a “miss” for an attack with splash (blast, AoE) damage works in the game engine.
In DE, they gained 100% accuracy because this was confusing to users, and so now almost all attacks with splash damage have 100% accuracy, including most the new units like Dromons and Rocket Carts, and updated units like Cannon Galleons. Not sure about Grenadiers, wiki doesn’t list the accuracy but the last grenade thrown here definitely misses (but speaking of which, are their delayed-action bombs really supposed to do armor-piercing melee damage when their main attack is pierce?).
This is probably also why Warwolf gives trebuchets 100% accuracy: otherwise, it would make them worse in treb vs treb with 15% accuracy, because for a normal treb many of those misses have a low enough dispersion distance that it still damages the target.
So: I suggest removing this interaction that tooltip accuracy has on splash damage. Let Warwolf trebs miss. And let them still damage their target with splash damage if they hit close enough. The change a few patches ago that does full damage within the width of the projectile, which fixed the problem of unbuffed scorpions surviving a bombard cannon hit as long as the scorpion was not moving forward, might help here.
Then we can also restore BBCs to their pre-DE, 92% accuracy, and in general have more interesting units and combat.
Change it?
- Don’t change how accuracy works with splash damage
- Do change it