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Post by golitsynthebeast on May 8, 2016 7:35:32 GMT
Does it matter what rank your troops are in the battle? Do ranks only give you a slight health restoration or do they improve fighting capability? If anyone knows, how much health does each rank restore? I can't tell the direct value since the health on the battlefield isn't shown in numbers.
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Post by Malepartus on May 8, 2016 16:45:37 GMT
If a unit advances in rank, it will get
a) a heal once. The higher the rank, the higher the amount of HP restored b) a permanent damage mitigation of 2 per rank achieved, if I remember correctly.
x) ACCORDING MY IMPRESSION: the higher the rank, the more HP the units heal per round, even without general.
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Post by Erich von Manstein on May 8, 2016 17:05:11 GMT
Malepartus is correct, just add one thing: The HP restore is: the previous lvl*10, for example you upgrade from lvl 1, then you gain 10 health, 50 is maximum.
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Post by Malepartus on May 10, 2016 11:19:34 GMT
Hmm.. don't wanna be a smart***, but 10 health gain is in case of upgrade from level 0, isn't it?
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Post by Jean Lannes on May 10, 2016 11:38:47 GMT
Hmm.. don't wanna be a smart***, but 10 health gain is in case of upgrade from level 0, isn't it? Probably so. It would make sense
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Post by Washington on May 10, 2016 16:48:22 GMT
Rank is What gives Napoleon is 'OP' performance in coalition campaigns and not so much when you have
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Post by Jean Lannes on May 11, 2016 23:40:15 GMT
Rank is What gives Napoleon is 'OP' performance in coalition campaigns and not so much when you have His rank is realistic though in the coalition missions. Being emperor of the strongest country from 1792-1812 should result in a high rank
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Post by pathdoc on Oct 17, 2016 12:16:59 GMT
IOW if your unit is wounded but not too wounded, then feeding it an easy kill of an enemy almost depleted should help it become strong again - more auto-heal per round, plus healing boost from upgrade, plus permanent damage mitigation. Save-load-save might help here in making sure the enemy unit dies while inflicting the least damage on the unit you are trying to help.
The only thing is, of course, that not all kills seem to result in a rank upgrade; is it random, or is there some system to it?
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Post by jonblend on Oct 17, 2016 23:58:39 GMT
IOW if your unit is wounded but not too wounded, then feeding it an easy kill of an enemy almost depleted should help it become strong again - more auto-heal per round, plus healing boost from upgrade, plus permanent damage mitigation. Save-load-save might help here in making sure the enemy unit dies while inflicting the least damage on the unit you are trying to help. The only thing is, of course, that not all kills seem to result in a rank upgrade; is it random, or is there some system to it? There is an experience system: every time a unit deals damage during a campaign/conquest the unit gains experience equal to the amount of damage. when you reach certain thresholds there will be a level up/rank up. I don't know the exact values but I can say that the higher the rank the more damage you need to reach the next rank. And the rank up is not random but can be reproduced with every save/load (given you deal enough damage).
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Post by pathdoc on Oct 18, 2016 11:31:59 GMT
Then there is a benefit to a save-load-save cycle that maximises the damage you do to the enemy. The trick, of course, is knowing when you have topped out. I know there is a damage delivery formula and I have seen it, but it seems very complicated to use and I am not sure how to look up all the variables to plug into it. Is there a simplified version that gives the best possible case so I know when to stop hoping for the impossible and just keep on playing, rather than continuous save-load till I grown old and die?
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Post by jonblend on Oct 20, 2016 23:54:42 GMT
Then there is a benefit to a save-load-save cycle that maximises the damage you do to the enemy. The trick, of course, is knowing when you have topped out. I know there is a damage delivery formula and I have seen it, but it seems very complicated to use and I am not sure how to look up all the variables to plug into it. Is there a simplified version that gives the best possible case so I know when to stop hoping for the impossible and just keep on playing, rather than continuous save-load till I grown old and die? Very interesting question! For my personal use I came up with the following answer. I think it's very important to know how much damage your unit can deal on average. And I want a number I can rely on. It should still be useful when there are terrain evasion, enemy rank or items in play. Also I want to do the calculation in my head. - Open the (i) window and look at your unit's info screen. Add minimum and maximum value of attack and divide by 2.
- Add +1 if morale up on your unit; +1 if morale down on opponent (+2 if double morale down)
- Now multiply the number you've got so far by 5, 6 or 7 (single, double, triple formation of your unit)
- Add 5*number of stars your general has
This describes the average damage to expect from the unit. It neglects damage multipliers, health effects (--> equip snare drum) and many more. Still it allows you to plan your next move and since it's the average damage it allows you to excessively save/load if you need 5-10 extra damage to finish a critical enemy. I think that I have never been able to reach maximum damage without assault art. (When looking at probabilities you'll notice that there is an uneven distribution because you add two random numbers and the effect of rounding down. Both make it extremely rare for maximum damage to appear "naturally") That is why I find it more important to settle for reproducable average damage than the higher but improbable maximum). Going for the minimum damage will get you nowhere as many units have something like 1-9 or 2-10 as attack range. This will make you lose too many turns or play inefficently. And now an example for the calculation. Dumouriez attacks an opponent. - info screen 4-9 --> 6,5
- Dumouriez morale up, enemy normal --> 7,5
- double formation --> 7,5*6=45
- 4 cavalry stars --> 45+5*4= 65
When you get less then 60 damage (and you need it) then I'd consider relaoding. Apart from calculating the damage you can also use your experience: After playing 20 or so games you probably have seen your units' output range and know what to expect from them. credits go to european-war-4.boards.net/thread/1368/output-formula-skill-analysis
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Post by pathdoc on Oct 21, 2016 11:30:52 GMT
Then there is a benefit to a save-load-save cycle that maximises the damage you do to the enemy. The trick, of course, is knowing when you have topped out. I know there is a damage delivery formula and I have seen it, but it seems very complicated to use and I am not sure how to look up all the variables to plug into it. Is there a simplified version that gives the best possible case so I know when to stop hoping for the impossible and just keep on playing, rather than continuous save-load till I grown old and die? Very interesting question! For my personal use I came up with the following answer. I think it's very important to know how much damage your unit can deal on average. And I want a number I can rely on. It should still be useful when there are terrain evasion, enemy rank or items in play. Also I want to do the calculation in my head. - Open the (i) window and look at your unit's info screen. Add minimum and maximum value of attack and divide by 2.
- Add +1 if morale up on your unit; +1 if morale down on opponent (+2 if double morale down)
- Now multiply the number you've got so far by 5, 6 or 7 (single, double, triple formation of your unit)
- Add 5*number of stars your general has
This describes the average damage to expect from the unit. It neglects damage multipliers, health effects (--> equip snare drum) and many more. Still it allows you to plan your next move and since it's the average damage it allows you to excessively save/load if you need 5-10 extra damage to finish a critical enemy. I think that I have never been able to reach maximum damage without assault art. (When looking at probabilities you'll notice that there is an uneven distribution because you add two random numbers and the effect of rounding down. Both make it extremely rare for maximum damage to appear "naturally") That is why I find it more important to settle for reproducable average damage than the higher but improbable maximum). Going for the minimum damage will get you nowhere as many units have something like 1-9 or 2-10 as attack range. This will make you lose too many turns or play inefficently. And now an example for the calculation. Dumouriez attacks an opponent. - info screen 4-9 --> 6,5
- Dumouriez morale up, enemy normal --> 7,5
- double formation --> 7,5*6=45
- 4 cavalry stars --> 45+5*4= 65
When you get less then 60 damage (and you need it) then I'd consider relaoding. Apart from calculating the damage you can also use your experience: After playing 20 or so games you probably have seen your units' output range and know what to expect from them. credits go to european-war-4.boards.net/thread/1368/output-formula-skill-analysisYes, this is exactly what I was looking for. Thank you. Sure, you'll rarely get the maximum, but it at least lets me know if what should be a very strong unit appears to be underperforming. This is also why you want to select a general who has the maximum number of stars for the unit he will be leading (unless you have some other reason for putting him in there, e.g. to provide increased movement to an artillery unit, even if he's not maximally skilled in artillery, or because he's a trainer and you want to hold on to him until it's time to regroup into another general or princess). How might your own chevrons or stars factor into this? I am currently playing a grinding game on an Android tablet (several artillery units with 5 chevrons/star), and would be interested to know. Or does it only bring health benefits when regenerating your unit or resisting damage?
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Post by Yi Sun Sin on Oct 21, 2016 12:21:37 GMT
Yes, this is exactly what I was looking for. Thank you. Sure, you'll rarely get the maximum, but it at least lets me know if what should be a very strong unit appears to be underperforming. This is also why you want to select a general who has the maximum number of stars for the unit he will be leading (unless you have some other reason for putting him in there, e.g. to provide increased movement to an artillery unit, even if he's not maximally skilled in artillery, or because he's a trainer and you want to hold on to him until it's time to regroup into another general or princess). How might your own chevrons or stars factor into this? I am currently playing a grinding game on an Android tablet (several artillery units with 5 chevrons/star), and would be interested to know. Or does it only bring health benefits when regenerating your unit or resisting damage? I believe chevrons make you get less damage.
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Post by pathdoc on Oct 21, 2016 12:35:37 GMT
Okay, so they're just a defensive tool. Fair enough. One of my units which is starred scored enough damage to get more chevrons last night, but they do not show. Does a second and subsequent star eventually appear, or are these extra chevrons just taken note of invisibly by the AI, or are they ignored?
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Post by Yi Sun Sin on Oct 21, 2016 12:45:20 GMT
Okay, so they're just a defensive tool. Fair enough. One of my units which is starred scored enough damage to get more chevrons last night, but they do not show. Does a second and subsequent star eventually appear, or are these extra chevrons just taken note of invisibly by the AI, or are they ignored? One star is the maximum.
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