100%~51% range = Damage is cut in half. (50% damage)
1%~50% range = Damage is optimal (100% damage)
0% range (melee) = Damage is cut in a quarter (25% damage)
The penalty applies to wherever their target is after the movement stage. Movement comes first, then teh attack, so whatever percentile the range is from the archers will have the appropriate bonus. This is pretty much why ponies own the ranged units...they run in through the optimum range pretty fast and then sit at the melee range choppin' them to bits.
Bookmarks