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But this maximum is by no means 100% ("lossless") if the player plays at a fast pace and buys time by taking losses, attacking stronger guards as early as possible.
We've already talked about the perks: BB on level 3, incompatible with acceleration, and Retribution moved to Leadership.
And now, a question:
Why should the game balance be calculated based on the player's desires? If he attacks and gets beaten, that's his decision, and only his decision.
The balance of the amount of damage from the "attack" skill is calculated not only by the ratio of this skill to "defense," but also to the types of damage in the game, etc. And the simplest thing: the balance of a magical character against a warrior character is also taken into account when calculating "attack." And if the developers decided that the physical damage from the skill of, for example, a warrior character should be +15%, and the physical defense of a mage with the skill should be +30%, so that there is a balance between physical and magical damage and other capabilities of both armies, then changing "attack" requires calculating all the balance conditions of the game for the skill.
P.S. Regarding the perks - moving Retribution to Leadership, in my opinion, will only strengthen "attack," as it will free up slots, and they are still empty in Leadership anyway :)
As for acceleration, I don't know. Light magic - where would we be without it? :)
But BB in the 3rd slot - that's a good one. This will weaken the early-game troops (which is interesting) and then add significance to troops of ~level 1-5 in the later stages of the game.