This article explains the mechanics behind every fight skill in WarEra: Attack, Precision, Crit. chance, Crit. damages, Armor, Dodge, Health, Loot Chance, and Hunger.

For each skill I give a value breakdown, maximum values, formulas, and examples. By understanding the mechanics, you can make better decisions about choosing skills and equipment.
It is made up of the following values:
Skill upgrade (ranges from 100-350)
Weapon (ranges from 0-300)
Ammo (+10% Light Ammo / +20% Ammo / +40% Heavy Ammo)
Overflow (every Precision % above 100% gives +4 attack)
Military Rank (Increasing Total damages gives you a higher Military Rank, giving higher bonuses: https://warera.wiki/military-rank)
Buff (+60% for 8 hours when taking a Pill. -60% for 16 hours afterwards)
Bonus damages: in a battle you can also receive the following bonuses:
+10% fighting for your country
+10% against enemy of your country
+10% from alliance with your country
+5/10/15% from country orders
+5/10/15/20% MU headquarters
+5/10/15% from MU orders
+5/10/15/20/25% Bunker defense bonus
+5/10/15/20/25% Military base attack bonus
+5% Militarist ethics (15% with Fanatic)
+5% Isolationist ethics (15% with Fanatic)
+5% Diplomatic ethics (15% with Fanatic)
+5% Pacifist ethics (15% with Fanatic)
(up to) +30% fighting a resistance battle for your country
(up to) +15% fighting a resistance battle for an ally
You cannot have all battle bonuses applied in a battle obviously, the maximum bonus damages is 110% (120% during revolts)
First you sum the skill upgrade, weapon and overflow. Then you multiply the sum by each bonus individually (this is very important, bonuses are multiplicative, not additive!)
350 (skill) + 300 (jet) + 240 (precision overflow) = 890
Now multiply with all bonuses: 890 x 1.40 (ammo) x 1.60 (pill) x 1.30 (rank) x 2.10 (battle bonus) = 5443 Attack
In the graph below you see the effect of all bonuses on your Attack value. Light Ammo, Ammo, and Heavy Ammo are shown separately.

It is made up of the following values:
Skill upgrade (ranges from 50-100%)
Gloves (ranges from 0-60%)
When Precision is under 100%, there is a chance to miss during a hit. Misses cannot crit, and deal half damage.
Precision is limited to 100%, any Precision % above 100% is converted to +4 attack.
It is made up of the following values:
Skill upgrade (ranges from 10-60%)
Weapon (ranges from 0-50%)
Crit. chance is limited to 100%, any Crit. chance % above 100% is converted to +4 Crit. damages.
It is made up of the following values:
Skill upgrade (ranges from 100-300%)
Helmet (ranges from 0-150%)
Overflow (every Crit. chance % above 100% gives +4 Crit. damages)
The maximum possible value of Crit. damages is: 300% (skill) + 150% (mythic helmet) + 40% overflow = 490%
The maximum value of a Crit. hit: 5443 (Attack) x (1 + 490/100) = 32.1k damage
Armor and dodge are calculated with the same formula, so I will discuss them in the same section.
It is made up of the following values:
Skill upgrade (ranges from 0-60%)
Chest (ranges from 0-70%) & Pants (ranges from 0-70%)
By improving your armor you lose less health per hit, check the Health section below for more info.
It is made up of the following values:
Skill upgrade (ranges from 0-40%)
Boots (ranges from 0-60%)
When dodging during a hit, you do not lose any health and your equipment does not lose durability. Your weapon still uses durability when dodging.
Armor and dodge follow a formula to calculate their effective value: effective = total / (total + 40)
In this graph you see the curve of the formula:

Maximum total armor = 70 + 70 + 60 = 200%
Maximum effective armor = 200 / (200 + 240) = 83%
Maximum total dodge = 40% + 60% = 100%
Maximum effective dodge = 100 / (100 + 140) = 71%
It is made up of the following value:
Skill upgrade (100-200)
Health is regenerated 10% per hour; if your health skill is 100, you receive 10 health per hour.
You can receive 10 extra health every 12 hours by asking for help in your Military Unit.
Health is consumed when fighting in battles. The amount of health you lose depends on your armor value, and when you dodge during a hit you do not lose health.
Without any armor you lose 10 health per hit. With 50% effective armor you lose 5 health per hit, and with the maximum armor possible (83%) you lose 1.7 health per hit.
It is made up of the following value:
Skill upgrade (5-25%)
Each 1% loot chance gives 1% chance for a Case and 0.01% chance for an Elite Case per hit.
On average this will lead to the following results:
For 5% loot chance this results in 1 Case per 20 hits and 1 Elite Case per 2000 hits.
For 25% loot chance this results in 1 Case per 4 hits and 1 Elite Case per 400 hits.
It is made up of the following value:
Skill upgrade (4-14)
Hunger is regenerated 10% per hour; if your hunger skill is 4 you receive 0.4 hunger per hour.
Hunger allows you to eat food, giving you more health. Eating 1 food removes 1 hunger.
The following food is available:
Bread (regens 10% health)
Steak (regens 15% health, 2x cost of bread)
Cooked Fish (regens 20% health, 4x cost of bread)
If you found anything wrong in this article or have suggestions for other game mechanics where I should write an article about, let me know!
This article was made using the War Era Writer tool by https://app.warera.io/user/6a146313f0de273b8b1c27f6, give it a try here: https://lundgrenwarera.github.io/warera-writer/