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Post by yuanzhong on May 5, 2022 7:20:49 GMT
Is anyone using "Ambush on ten sides" together with "Guerilla" etc.? What is your impression? They work separately but make a very solid combination. In theory we have 47.5% attack without retaliation and it's same in actual test.
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Post by jonblend on May 6, 2022 11:54:55 GMT
Is anyone using "Ambush on ten sides" together with "Guerilla" etc.? What is your impression? They work separately but make a very solid combination. In theory we have 47.5% attack without retaliation and it's same in actual test. That is with the banner of chaos With only the "banner of guerrilla", it's 43% and with no banner (both at lv4): 39.2%
But the biggest question is whether we want to use 2 slots for avoiding counterattacks..
Attack again and increased crit chance are imo still must-haves. So the alternatives are fixed additional damage (terrain, charge, counterattack, siege) and March.
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Post by stoic on May 6, 2022 17:09:37 GMT
They work separately but make a very solid combination. In theory we have 47.5% attack without retaliation and it's same in actual test. That is with the banner of chaos With only the "banner of guerrilla", it's 43% and with no banner (both at lv4): 39.2%
But the biggest question is whether we want to use 2 slots for avoiding counterattacks..
Attack again and increased crit chance are imo still must-haves. So the alternatives are fixed additional damage (terrain, charge, counterattack, siege) and March.
I am using Apollo's banner and in practical terms this means 25 damage points against infantry (Charge) vs. 24% probability to attack without retaliation, or, as you pointed out, 39,2% in total together with lvl 4 Guerilla. I think it is a reasonable tradeoff...
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Post by best75 on May 7, 2022 2:41:51 GMT
They work separately but make a very solid combination. In theory we have 47.5% attack without retaliation and it's same in actual test. That is with the banner of chaos With only the "banner of guerrilla", it's 43% and with no banner (both at lv4): 39.2%
But the biggest question is whether we want to use 2 slots for avoiding counterattacks..
Attack again and increased crit chance are imo still must-haves. So the alternatives are fixed additional damage (terrain, charge, counterattack, siege) and March.
I gave my opinion on the fixed damage skills on a post here european-war-4.boards.net/thread/16751/returning-et-games-gcr?page=7 Basically I don't think they scale well in the lategame. I done a archer commander but if I had chosen cavalry or infantry I would take increasing the chance of avoiding counterattack over march.
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Post by jonblend on May 7, 2022 7:34:41 GMT
That is with the banner of chaos With only the "banner of guerrilla", it's 43% and with no banner (both at lv4): 39.2%
But the biggest question is whether we want to use 2 slots for avoiding counterattacks..
Attack again and increased crit chance are imo still must-haves. So the alternatives are fixed additional damage (terrain, charge, counterattack, siege) and March.
I gave my opinion on the fixed damage skills on a post here european-war-4.boards.net/thread/16751/returning-et-games-gcr?page=7 Basically I don't think they scale well in the lategame. I done a archer commander but if I had chosen cavalry or infantry I would take increasing the chance of avoiding counterattack over march. What bothers me about the fixed damage skills is their conditional nature rather than the amount of damage (20 points are still ~10% of what a Commander can inflict nowadays). Only against infantry, only when attacking/counterattacking, only when on plains while other terrains offer of better protection and we spend a lot of turns on city tiles but not enough to justify street fighting (imo). And proper war gear together with siege craft is enough to kill walls while siege doesn't help us with killing dragon, empire chariot, barbarian king and the likes. March on the other hand helps with avoiding damage (tactical retreat) restoring health (increases the "range" of barracks: move+attack, forced march back to base and recruit in one turn) and thanks to Riding master, March can be turned into bonus damage.
Never change a running system they say and I've favored this skill since the time Antony was considered the best cav general. But I'm open to better skills if the numbers are convincing. Since I'm also using the banner of Apollo, I would need the combination guerilla+aots to provide 50% at least. And the step up from aots' 24% -> 39.2% by adding guerilla (20%) is still in an area where we can't call it reliable (compared to what we get from cavalry's attack again+cav commander or the critical hit probability of 70+%).
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