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Post by jonblend on Sept 27, 2016 15:30:16 GMT
Could one of the experts explain to me:
Lan 3* cav; 1^; morale up (yellow eagle); snare drum; cavalry pistol (+6); strike; surprise on Austrian heavy cavalry (range 5-9); double formation
attacks Melas 1* inf; 2^; morale down (one blue eagle); def+2 item; def+4 item; sitting in a 9 % all city on Austrian guards (4-9); triple formation
What will be the damage range and how do I get there (step by step) ? since I'm confused with all the coefficients and the order of calcualation
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Post by Erich von Manstein on Sept 27, 2016 17:06:38 GMT
Could one of the experts explain to me: Lan 3* cav; 1^; morale up (yellow eagle); snare drum; cavalry pistol (+6); strike; surprise on Austrian heavy cavalry (range 5-9); double formation attacks Melas 1* inf; 2^; morale down (one blue eagle); def+2 item; def+4 item; sitting in a 9 % all city on Austrian guards (4-9); triple formation What will be the damage range and how do I get there (step by step) ? since I'm confused with all the coefficients and the order of calcualation Minimum: 15(star)+6(Lan Morale)+6(Melas morale)+6(weapon)-4(Melas lvl)-6(defense item)=23. Maximum: 15+60(base)+6+6+6-4-6=83.
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Post by jonblend on Sept 28, 2016 2:10:32 GMT
Now I got it, thank you Erich von Manstein
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Post by wangchengxy on Oct 9, 2016 2:43:33 GMT
Could one of the experts explain to me: Lan 3* cav; 1^; morale up (yellow eagle); snare drum; cavalry pistol (+6); strike; surprise on Austrian heavy cavalry (range 5-9); double formation attacks Melas 1* inf; 2^; morale down (one blue eagle); def+2 item; def+4 item; sitting in a 9 % all city on Austrian guards (4-9); triple formation What will be the damage range and how do I get there (step by step) ? since I'm confused with all the coefficients and the order of calcualation Minimum: 15(star)+6(Lan Morale)+6(Melas morale)+6(weapon)-4(Melas lvl)-6(defense item)=23. Maximum: 15+60(base)+6+6+6-4-6=83. Wrong. Triple formation,so +7(Melas morale) if Melas' HP is 80%-100%.
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Post by pathdoc on Oct 21, 2016 11:16:17 GMT
Okay, let me see if I've got this right:
O = ((b*h) + (ma*f*h) - (md*f) + g*5*(gh) + a - d -(2*l))*r*((1-evasion)*ex/ev)
b = base output for attacker (base output) - this is the 1-6 or 4-9 or whatever, randomly selected (we hope!) by the program. You can cheat this by save-attack-reload and hope for a better value.
h = attacker health coefficient - maximum value is 1 for a healthy unit, minimum is 0.143 (1/7 to 3 dp) for one near death. (CORRECTED FROM 1/6 per below)
m = morale (ma = morale of attacker, md = morale of defender) - ma = +1 for "golden eagle", -1 for each down arrow.
f = formation coefficient (5 or 6 or 7) - for single, double, triple respectively.
g = generals stars - this is how many stars of skill the commanding general has in his profile for inf, cav, arty, ship.
gh = general health coefficient - what is the significance of this? Where do I find it? Is it just the health of a unit when it has the general attached?
a = boost items for attacker - I need this clarified. Do things like the Baker rifle and accuracy bonuses fit in here?
d = boost items for defender - likewise.
l = enemy level (chevrons, if star then l = 5) - this is also very clear, but does gaining more chevrons after you get the star change anything?
ex = extra damage - needs clarification
ev = evaded damage - terrain, cities, etc.
What is the r value? (*Whoops, never mind, I got it - unit restraint coefficient; weapon efficiency vs. various types of target; tabled values noted.)
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Post by jonblend on Oct 23, 2016 20:13:10 GMT
Okay, let me see if I've got this right: O = [b * h + m_a * f * h - m_d * f + g * 5 * g_h + a - d -2*l ]* r * (1- terrain evasion) * (ex and ev )b = base output for attacker (base output) - this is the 1-6 or 4-9 or whatever, randomly selected (we hope!) by the program. You can cheat this by save-attack-reload and hope for a better value. Two random numbers are selected, then added and divided by 2 and rounded down. That's why the maximum value is so rare. Imagine a standard dice with 1, 2, 3, 4, 5, 6 as possible results. Every result has 1/6 probability. Now take 2 of these dices and you add them. '12' as result has probability 1/36 while '7' has 6/36=1/6. So '7' is six times more probable than '12'. If you devide the results of the example by 2 and round down the expectancy value goes from 3,5 (one dice or two dices added and divided by 2 WITHOUT rund down) to 3,25 (two dices+round down). h = attacker health coefficient - maximum value is 1 for a healthy unit, minimum is 0.1666 (1/6) for one near death with double formation. 1/5 and 1/7 for single and triple.m = morale (m_a = morale of attacker, md = morale of defender) - ma = +1 for "golden eagle", -1 for each down arrow. f = formation coefficient (5 or 6 or 7) - for single, double, triple respectively. g = generals stars - this is how many stars of skill the commanding general has in his profile for inf, cav, arty, ship. gh = general health coefficient - what is the significance of this? Where do I find it? Is it just the health of a unit when it has the general attached? Yes. Depending on (current health/max health) you get 1... 1/5 as coefficient. Unit and genaral health coefficient can be set to '1' by the item Snare Drum.a = boost items for attacker - I need this clarified. Do things like the Baker rifle and accuracy bonuses fit in here? Yes. If you command infantry/cav/art/ship you can increase this value with inf/cac/art/ship specific attack items. (up to two of the +1, +2, +4,+6 items). And Flag effects.d = boost items for defender - likewise. The defensive items and Flags.l = enemy level (chevrons, if star then l = 5) - this is also very clear, but does gaining more chevrons after you get the star change anything? No more chevrons than one star (=5 chevrons).
terrain evasion = the value of the hexagon field the defending unit stands on. This can be a city, forest, mounitain or bunker/fence/trench.
ex = extra damage - needs clarification for example the Spy skill: when you hit a fort, the factor is 1,5.ev = evaded damage - When a land unit in a transport ship attacks: 0,8; when this unit has a general with Sailor or an Armored Carrier as item: 0,9 instead of 0,8. If the defending unit is a ship with a general who has Steersman: 0,9.What is the r value? (*Whoops, never mind, I got it - unit restraint coefficient; weapon efficiency vs. various types of target; tabled values noted.)
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Post by pathdoc on Oct 24, 2016 10:47:48 GMT
b= base output - Clarification noted, but at the end of the day it is still a random number in that it's a function of two random numbers.
h = attacker health. Whoops, yep, 1/7; sorry, I misread that as 3/7 for some reason. I have a word document that I'm saving all the useful stuff to with links, and I must have cut and pasted it wrong. Thanks for catching that one.
Thanks for all the other clarifications also.
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Post by pathdoc on Nov 17, 2016 17:11:29 GMT
Also... just as an afterthought, how do you separate unit health coefficient from general's health coefficient? OR do they become the same thing when you have a general on board?
The fact that chevrons are included may be a factor when using your generals in grinding saves. If you have a version of the game with the 999 move limit (not the Kindle, unfortunately), letting it go on for a while means they will accumulate more chevrons, take less damage, and can be used in medal grinding scenarios where you throw them against huge numbers of enemy troops and try to win medals in the AI retaliation phase.
It also bears thinking about when you pit one unit against another, e.g. try to pick enemy units with lower formation coefficients, fewer chevrons, lower morale (if you can), and remember that although his health doesn't come into it when you are doing him damage, it WILL come into it during his return-fire phase (in which case you want plenty of chevrons to mitigate the damage). So using rocket artillery to pound enemy units down into almost nothing so that your infantry and cavalry can kill them without much blowback has long term benefits, as the chevrons are awarded on basis of damage done.
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Post by Yi Sun Sin on Jan 11, 2017 10:23:25 GMT
Tis a dumb and stupid question, but why does everyone hate mobility, ballistics and infantry tactics? I don't see much difference between +1 max damage and +1 min damage.
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Post by Erich von Manstein on Jan 11, 2017 14:05:28 GMT
Tis a dumb and stupid question, but why does everyone hate mobility, ballistics and infantry tactics? I don't see much difference between +1 max damage and +1 min damage. Because min damage makes 0 difference.
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Post by junius on Jan 11, 2017 15:04:03 GMT
Tis a dumb and stupid question, but why does everyone hate mobility, ballistics and infantry tactics? I don't see much difference between +1 max damage and +1 min damage. Because min damage makes 0 difference. With or without s/l?
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Post by Erich von Manstein on Jan 11, 2017 16:13:00 GMT
Because min damage makes 0 difference. With or without s/l? In all situations.
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Post by Jean-Luc Picard on Jan 12, 2017 17:34:01 GMT
Basic math of minimum: s-stars of general for unit a-minimum unit card output.
The minimum is either a or 5s, whichever is higher. For a 1-star general, the minimum skill would have to raise the minimum unit card number to 6 or more in order to matter With a 2-star General, it must be raised to 11 to matter, which is impossible. Thus, minimum skill is worthless
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Post by stoic on Jul 20, 2017 9:53:00 GMT
I've found two different statements about Assault/Defense Art... 1. "Assault Art: 15% chance to deal maximum damage possible. Defense Art: 15% chance to suffer minimum damage possible". 2. "Assault Tactic: 20% to deal a maximum damage in your turn. Defense tactic: 10% to decrease the damage received to 1 in enemy's turn"
Which one is correct?
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Post by Leonid Govorov on Aug 19, 2017 6:51:13 GMT
I've found two different statements about Assault/Defense Art... 1. "Assault Art: 15% chance to deal maximum damage possible. Defense Art: 15% chance to suffer minimum damage possible". 2. "Assault Tactic: 20% to deal a maximum damage in your turn. Defense tactic: 10% to decrease the damage received to 1 in enemy's turn" Which one is correct? Im not sure, but whenever DA activates, I get 1 dmg,
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