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Post by ππ³π°π΅π΄π¬πΊ on Sept 20, 2020 4:41:44 GMT
Do the evasions and fortifications bonuses stack? Is, the fortification bonus also considered evasion? No, they don't stack. The fortification (trench, fence, bunker) bonus is evasion. A fort keeps the terrain evasion, a city, stable or factory seems to override terrain evasion.
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Post by pathdoc on Sept 22, 2020 12:46:08 GMT
As we talk about the skills: The min +1 skills are not bad! Statistical they're slightly netter than the max +1 skills. I believe this is a misunderstanding (Post two merges two different information's) I remember there was a raging argument about this when I was first here and the equation was being thrashed out. The people who said the min +1 skills were useless based their argument on the lowest damage score not getting a multiplier, so it made very little difference on the minimum throw. I argued that what it did was improve things by raising the probability of getting a higher number (within the range of possibilities) to feed into the damage equation.
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Post by ππ³π°π΅π΄π¬πΊ on Sept 22, 2020 17:01:24 GMT
As we talk about the skills: The min +1 skills are not bad! Statistical they're slightly netter than the max +1 skills. I believe this is a misunderstanding (Post two merges two different information's) I remember there was a raging argument about this when I was first here and the equation was being thrashed out. The people who said the min +1 skills were useless based their argument on the lowest damage score not getting a multiplier, so it made very little difference on the minimum throw. I argued that what it did was improve things by raising the probability of getting a higher number (within the range of possibilities) to feed into the damage equation.Β I couldn't follow the discussion either. I was lost on: *Throwing a dice can give 1 to Max as result* For me it must be *Throwing a dice can give Min - Max as result* All argumentation bases on this 1 - For me throwing a dice with 4-6 can't give one, and all my tests never showed 1 as minimum. I think I remember your arguntation and for me you are right. Apart this, I rewrote the formula and merged health and formation to a unique Healthfactor- with the help of Erich von Manstein the formula looks now for me much more intuitive - Output Formula what do you think?
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Post by skj124325 on Sept 25, 2020 0:52:33 GMT
The fact that this never seemed to be properly settled bugs me. I read your original post arguing that min damage makes a difference and it looks to me that nobody ever bothered to look into it and reply. Has anyone looked into this?
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Post by Erich von Manstein on Sept 25, 2020 2:52:01 GMT
Min+1 isn't completely useless. If you put untouched Franquemont or Fontanelli on Prussian or Austrian heavy cavalry then it will work, but that's it. The minimum not being multiplied by the formation coefficient makes the minimum damage of the unit easily exceeded by the general's stars, which happens basically all the time. And ππ³π°π΅π΄π¬πΊ would you mind explaining again why the minimum skill is better statistically? I can't follow it.
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Post by ππ³π°π΅π΄π¬πΊ on Sept 25, 2020 17:47:51 GMT
Min+1 isn't completely useless. If you put untouched Franquemont or Fontanelli on Prussian or Austrian heavy cavalry then it will work, but that's it. The minimum not being multiplied by the formation coefficient makes the minimum damage of the unit easily exceeded by the general's stars, which happens basically all the time. And ππ³π°π΅π΄π¬πΊ would you mind explaining again why the minimum skill is better statistically? I can't follow it. I just came to clear all doubts: The formula is exact in all points. The explanation of how the min+1 skills work is validI can now mod by myself and I could eliminate my doubts. I don't like SL and I had the Idea to have a more constant, chess-like result of the battles. We talked about this and Darth Vader created the chess-mod. And single units with 10-10 deal always 50 as UnitDMG - I could verify every detail of the formula. But the min-dmg needed more tests. Today I can mod by myself and I didd additional testing and with a spread the dmg becomes completly random (more exact soon)
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Post by Erich von Manstein on Sept 26, 2020 0:00:18 GMT
Min+1 isn't completely useless. If you put untouched Franquemont or Fontanelli on Prussian or Austrian heavy cavalry then it will work, but that's it. The minimum not being multiplied by the formation coefficient makes the minimum damage of the unit easily exceeded by the general's stars, which happens basically all the time. And ππ³π°π΅π΄π¬πΊ would you mind explaining again why the minimum skill is better statistically? I can't follow it. I just came to clear all doubts: The formula is exact in all points. The explanation of how the min+1 skills work is validI can now mod by myself and I could eliminate my doubts. I don't like SL and I had the Idea to have a more constant, chess-like result of the battles. We talked about this and Darth Vader created the chess-mod. And single units with 10-10 deal always 50 as UnitDMG - I could verify every detail of the formula. But the min-dmg needed more tests. Today I can mod by myself and I didd additional testing and with a spread the dmg becomes completly random (more exact soon) According to wangchengxy, min+1 will work, and has a dramatic effect when it makes minimum greater than it equal to the maximum. There's a huge gap in output between 9-10 and 10-10. When the minimum isn't lower than the maximum, the minimum becomes maximum and the unit always deals the highest possible damage.
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Post by ππ³π°π΅π΄π¬πΊ on Sept 26, 2020 1:49:31 GMT
I just came to clear all doubts: The formula is exact in all points. The explanation of how the min+1 skills work is validI can now mod by myself and I could eliminate my doubts. I don't like SL and I had the Idea to have a more constant, chess-like result of the battles. We talked about this and Darth Vader created the chess-mod. And single units with 10-10 deal always 50 as UnitDMG - I could verify every detail of the formula. But the min-dmg needed more tests. Today I can mod by myself and I didd additional testing and with a spread the dmg becomes completly random (more exact soon) According to wangchengxy, min+1 will work, and has a dramatic effect when it makes minimum greater than it equal to the maximum. There's a huge gap in output between 9-10 and 10-10. When the minimum isn't lower than the maximum, the minimum becomes maximum and the unit always deals the highest possible damage. Exact this I noticed in the help of Darth Vader's chessmod: with min=max always a constant unit-output max*formation. Perfect to learn the all the dmg-factors (this was one intention for the mod and it works). But: the max+1 skill was irritating: instead of constant 50 - something random(max 50) This is theoretical because the minimal dammagespread of units in EW4 is 2. And min DMG items don't exist. I didn't expect that the engine has an extra mode in case of my crazy idea of a > no SL: chess EW <- and I will test min > max. My doubts came from my gameplay: I keep already longer an eye on it: I really never noticed any new cavalry dealing less than 10 HP.The formula and explanation is perfect! I will edit again my iconographic version
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Post by Darth Vader on Sept 26, 2020 3:03:35 GMT
According to wangchengxy, min+1 will work, and has a dramatic effect when it makes minimum greater than it equal to the maximum. There's a huge gap in output between 9-10 and 10-10. When the minimum isn't lower than the maximum, the minimum becomes maximum and the unit always deals the highest possible damage. Exact this I noticed in the help of Darth Vader's chessmod: with min=max always a constant unit-output max*formation. Perfect to learn the all the dmg-factors (this was one intention for the mod and it works). But: the max+1 skill was irritating: instead of constant 50 - something random(max 50) This is theoretical because the minimal dammagespread of units in EW4 is 2. And min DMG items don't exist. I didn't expect that the engine has an extra mode in case of my crazy idea of a > no SL: chess EW <- and I will test min > max. My doubts came from my gameplay: I keep already longer an eye on it: I really never noticed any new cavalry dealing less than 10 HP.The formula and explanation is perfect! I will edit again my iconographic version Many things are still covered up the files like how much fire does and how the stats work. My belief is stats work like formations. For example this would explain why formation makes the troop do more damage for it adds a extra formation to the unit.
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