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Post by thefamemonster on May 16, 2022 2:56:55 GMT
If it has -2 morale (double drop morale) and no deprive evasion for 20%, it would make 12 as max output damage right?
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Post by ππ³π°π΅π΄π¬πΊ on May 16, 2022 5:36:54 GMT
If it has -2 morale (double drop morale) and no deprive evasion for 20%, would it make 12 as max damage right?Β Yes I think so
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Post by ππ³π°π΅π΄π¬πΊ on Oct 11, 2022 0:19:21 GMT
Now I know, why minatk has no effect Erich von Manstein ! While developing with Darth Vader the Assult mod, I found out: In the ingame dmg-calculation are minatk and maxatk swapped ! [Android versions of EW4 - Apple, Windows idk]. If we swap the values of minatk and maxatk for units, the game works like it should! the unit-Dmg is then: ( π²[min - max] + morale ) * π unit π=1-7 (Formation health factor) Example : With 10-11 dmg we hit with ( ( Β Β 0 - 11 ) + morale ) * (formation-health) With 11>10 dmg we hit with ( ( 10 - 11 ) + morale ) * (formation-health) Why: Reading on the board 10-11 means for the ingame calulation: minatk(11) > maxatk(10), so maxatk is the max(11) and minatk=0 (1 is always the minimal dmg) BTW: With the Assult mod everyone hits maxdmg (AssultArt) and we can verify the formula by playing - great fun Erich von MansteinLikelie this bug does not affect the Apple or Windows versions - I can't test it.
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Post by blueberry on Oct 11, 2022 8:24:27 GMT
ππ³π°π΅π΄π¬πΊ, I don't understand. If minimum and maximum attack are swapped, does it mean that ballistics/inf tactics/mobility actually increase max dmg and explosive/formation/surprise increase min dmg?
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Post by ππ³π°π΅π΄π¬πΊ on Oct 11, 2022 11:44:13 GMT
ππ³π°π΅π΄π¬πΊ, I don't understand. If minimum and maximum attack are swapped, does it mean that ballistics/inf tactics/mobility actually increase max dmg and explosive/formation/surprise increase min dmg? The bug seems to be only inside the dmg-calculation of the android game. There are min and max swapped, what makes minatk=0. The rest, like skills seems to work like intend. You are right, if I want a workaround-fix and set instead of 4-7 (min-max) the values to 7/4 (minatk/maxatk) then we have to change also the skills of the commander. But like this all 6 skills are comparable. A 4-7 unit is noticiable stronger than a 1-7 unit. I am curious if this bug exists also in the IOS version.
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Post by jonblend on Oct 11, 2022 14:58:11 GMT
ππ³π°π΅π΄π¬πΊ , I don't understand. If minimum and maximum attack are swapped, does it mean that ballistics/inf tactics/mobility actually increase max dmg and explosive/formation/surprise increase min dmg? The bug seems to be only inside the dmg-calculation of the android game. There are min and max swapped, what makes minatk=0. The rest, like skills seems to work like intend. You are right, if I want a workaround-fix and set instead of 4-7 (min-max) the values to 7/4 (minatk/maxatk) then we have to change also the skills of the commander. But like this all 6 skills are comparable. A 4-7 unit is noticiable stronger than a 1-7 unit. I am curious if this bug exists also in the IOS version. If you tell me the setup, I could do a little testing with my trusted ipad2
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Post by ππ³π°π΅π΄π¬πΊ on Oct 11, 2022 21:25:53 GMT
If you tell me the setup, I could do a little testing with my trusted ipad2 A great idea jonblend. You can test it in Siege of Tulon (First mission). Attack with the French Single LightInfantry (4-6) in the south, the Spanish Artillery (-3% defense ). Recording just a few (5-10) DMG shows if the bug is present: The DMG should be between 19-29 [ INT (4 * 5 * 0.97) - INT (6 * 5 * 0.97) ] On Android we get randomly 1 - 29 (mostly 10-20) Thank You for Your helping.
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Post by jonblend on Oct 11, 2022 22:53:22 GMT
20 10 15 22 16 24 8 17 5 16 14 15 6 11 16 [and I used restart and not exit and enter the mission again]
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Post by ππ³π°π΅π΄π¬πΊ on Oct 12, 2022 13:20:53 GMT
( 20 + 10 + 15 + 22 + 6 + 24 + 8 + 17 + 5 + 16 + 14 + 15 + 6 + 11 + 16 ) = 215 Average = (215) / 15 = 14β
>>> [and I used restart and not exit and enter the mission again] - this was the plan :-)) So this is exactly the (buggy) behaviour we have on Android, I did expect that the 'original' on IOS was maybe without this bug. Strange that the developer ET, with their high qualiy standard and who is constantly updating their games (the last Android Version from September is the 21'st update) did never fix this quite big bug. Probable they did not want to change the original balance this much. For our Line Infantry: hitting on avg 24 means it is 70% stronger than the Line Infantry which hits 14 on avg. Thank You a lot for your testing, jonblend !
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Post by jonblend on Oct 12, 2022 17:22:22 GMT
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Post by pathdoc on Dec 19, 2023 19:34:57 GMT
At the risk of being heretical...
I call the short version for casual play as follows: Take unit max damage, multiply by unit coefficient, then add general's stars (if any) x 5, then add attack items (as applicable). If you're not getting at least half of that from a healthy unit against an enemy unit with no general and no chevrons, consider a reload.
If of course you are going all out for the final run for Victoria or something else similarly critical, then of course you should develop a spreadsheet and calculate a formal result for every attack.
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