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Post by lopicko on Nov 15, 2017 9:19:55 GMT
That's not linear, it starts from something around 1.7% and drops down, at 24 it is around 1.1% per point. 1.25% - that's just some average value, which can be used for rough calculations, because I have upgraded break defence and not sure if that works as it is written in description, possibly that not linear reduction happens because of that. I want to reach destination Berlin once again with not upgraded nukes, and check damage than. I don't think the break defense upgrade for nukes acually works. I got the first break defense upgrade. I used a nuke and check the unit defense before and after the nuke. Unit defense is the same. I also tested ion cannon damage on unit before it was nuked and unit after it was nuked. Damage is the exact same. Reduced is Probably another word for ignore Defence to easy inc. So for starters, your nuke ignore target Defence by 3.
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Post by Max Otto von Stierlitz on Nov 15, 2017 9:38:27 GMT
That's not linear, it starts from something around 1.7% and drops down, at 24 it is around 1.1% per point. 1.25% - that's just some average value, which can be used for rough calculations, because I have upgraded break defence and not sure if that works as it is written in description, possibly that not linear reduction happens because of that. I want to reach destination Berlin once again with not upgraded nukes, and check damage than. I don't think the break defense upgrade for nukes acually works. I got the first break defense upgrade. I used a nuke and check the unit defense before and after the nuke. Unit defense is the same. I also tested ion cannon damage on unit before it was nuked and unit after it was nuked. Damage is the exact same. I think break defence -3 works like if you shoot to unit with defence 10, damage is calculated like if defence was 7. But to be 100% sure, as possibly something is translated incorrectly from Chinese or may be something works not like that was assumed to be, I'll better check it out with no upgrades, as I have 1 warhead upgrade too, which I assume just increase the attack, but possibly there is some kind of a trick like it ignores defence or something like this. So may be results without upgrades could show more.
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Post by best75 on Nov 15, 2017 9:51:42 GMT
Ah I see now. The wording of the upgrade gave me the impression the nuke would permanently reduce the defense of target. I didn't think the upgrade meant only the nuke would ignore part of the target defense.They should probably change reduce to ignore.
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Post by Max Otto von Stierlitz on Nov 16, 2017 1:42:42 GMT
Updated info about morale.
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Post by Max Otto von Stierlitz on Nov 26, 2017 14:43:56 GMT
For ww2 (defence 1-18 was all I could find in 1939 conquest) damage reduction can be calculated like this: Damage reduction (%) = 1.2 * def + 1.4 For example, 10 points of defence give you 12 * 10 + 1.4 = 13.4 % damage reduction. Deviation is very low. Precise formula is like this: .org/] [/url]
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Post by odm on Nov 26, 2017 17:03:07 GMT
..great job founding that out.. I haven't got enought data from conquests to draw a graph (just some tests with lv2 ion cannon which said did 210 damage on 0 defense, 191 on 6, 188 on 7 and 181 on 10) The rounding does not help at all with the formula, so it maybe tests wih lv4 ion or data from game files could be better By the way, is it supposed to be linear? I think it could be x^y where y is slightly lower than 1 since your graph looks concave. Still, great job for finding a formula easy enough to use.
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Post by Max Otto von Stierlitz on Nov 26, 2017 17:56:33 GMT
..great job founding that out.. I haven't got enought data from conquests to draw a graph (just some tests with lv2 ion cannon which said did 210 damage on 0 defense, 191 on 6, 188 on 7 and 181 on 10) The rounding does not help at all with the formula, so it maybe tests wih lv4 ion or data from game files could be better By the way, is it supposed to be linear? I think it could be x^y where y is slightly lower than 1 since your graph looks concave. Still, great job for finding a formula easy enough to use. Your numbers fit this formula: For 6 defence: 6 * 1.2 + 1.4 = 8.6 (100-8.6) / 100 * 210 = 191.94 (real is 191) For 7 defence: 7 * 1.2 + 1.4 = 9.8 (100-9.8) / 100 * 210 = 189.44 (real is 188) For 10 defence: 10 * 1.2 + 1.4 = 13.4 (100-13.4) / 100 * 210 = 181.86 (real is 181) Sure, because calculations were made with already rounded data, it is not 100% accurate. I don't think real formula is linear, but this way it's easier to calculate in head and also the results are very close to real.
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Post by Max Otto von Stierlitz on Nov 29, 2017 22:35:55 GMT
Just checked, explosives have no effect to aircraft. No idea why Dowding has them, but it is like this.
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Post by andrei on Nov 30, 2017 7:45:40 GMT
Just checked, explosives have no effect to aircraft. No idea why Dowding has them, but it is like this. Not only Dowding. Yamamoto also. Technically he is also air general, who can be converted into the hybrid by the player. Air generals would be too powerful in case Explosives is applicable for air strikes. So it is more or less balanced.
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Post by Max Otto von Stierlitz on Nov 30, 2017 10:12:18 GMT
Just checked, explosives have no effect to aircraft. No idea why Dowding has them, but it is like this. Not only Dowding. Yamamoto also. Technically he is also air general, who can be converted into the hybrid by the player. Air generals would be too powerful in case Explosives is applicable for air strikes. So it is more or less balanced. Yamamoto is navy gen too, so for him explosives are ok. But Dowding's explosives made me think that they may inflict air strikes too.
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Post by Max Otto von Stierlitz on Dec 16, 2017 23:39:44 GMT
Added info about leader skills. Medals, which increase the chance for leader skill, also increases extra damage. So with these medals leader skills become around 3 times better.
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Post by Ralyks on Dec 17, 2017 16:32:13 GMT
Some stuff that people may not know: If a rocket artillery attacks a foe and there's an enemy submarine behind that target, the submarine will receive damage as well. This is the only way a land troop from land can damage a submarine (it shouldnt happen though)
Burning: you can set up a tile in small and big fire. Troops and cities in that tile will suffer some damage at the end of every turn. Lasts for 2 turns for the small one and 3 turns for the big fire. % Chance to trigger it? Is the % chance affected by the type of troop that did the attack? By the damage the hit dealt? AFAIK can't be caused by air attacks nor missiles. Can be caused in any tile except water ones (kinda logical). Damage each fire does per turn?
Radiation: can be only caused by nuclear bombing, and sometimes will be caused and sometimes won't. Its similar to burning but it can be caused in the water tiles too. Even if you pick Hydrogen Bomb/Tri-Phase Bomb or Antimatter Bomb, the only tile that can be radiated is the one that was targeted. However, not all nukes seem to be able to make radiation. Tried 10 Hydrogen Bombs and none did, tried Nuclear Bomb and the second one made.. Does the type of bomb affect the chance to trigger radiation in the cell? Lasts for 3 turns, the first turn does 10 damage, the second one 8, the third one 7. It doesnt damage the hp of cities, just troops.
Cities hp: level 1 has 100 hp, level 2 has ~280 hp, level 3 city has ~400 hp, level 4 city has 500 and star city (lvl 5) has 800 hp. Edit: cities hp seem to differ depending on something, but not by that much. If there's a troop in the city it will repair it 10 hp per turn. Edit: I gave it a go with a larger city and it seemed to be more than 10hp, maybe its a % hp, like 5% per turn?
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Post by Max Otto von Stierlitz on Jan 30, 2018 10:24:40 GMT
Just made investigation on crowd tactics: without medal this skill works as writte, increases attack by +4 for each level, not sure, if it is affected by defence, but what I'm sure, is that this skill is not affected by victory medal (crowd tactics +50%). Damage boost is the same with medal and without it. Even tried to give medal to gen, who benefits from crowd tactics. Still no changes.
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Post by Max Otto von Stierlitz on Mar 1, 2018 10:46:21 GMT
Added info about score calculation:
Score for gens: 3000 for no gens, than as more gens you used and as better they are, as less points you get. May drop to something around 600. Score for cities: 50 for each captured city. Score for turns used: 1 / root(turns) * 1000000.
For 2 stars country, score is multiplied by 1.25. for 1 star country score is multiplied by 1.45.
So theoretically max score (captured all cities in one turn without gens) is (1000000 + 3000 + 9750) * 1.45 = 1 468 487
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Post by hathorian on Mar 8, 2018 15:11:16 GMT
Are you sure explosives works on cities? That sounds powerful!
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