Ok, I'm building an attack calculator. I'm testing
var att1:Number = AttackingHeroAtt + AttackMT + 100;
var att2:Number = ArcherAtt / 100 * att1 * AttackArcher;
var Def1:Number = DefIW + 100 /100
var Def2:Number = WarriorDef / 1000;
var Def3:Number = 1- Def1 * Def3;
var Med1:Number = DefMed + 100 /100 * WarriorHP + parseInt (DefHeroInt);
var Eff:Number = Med1 / Def3;
var cas:Number = att2 / Eff;
var subatt:Number = parseInt (AttHeroAtt) + AttMilT + 100;
var Attack:Number = AttWHAct * 1.20 * 0.5 * ArcherAtt * subatt /100;
var subdefense:Number = DefIW + 100;
var Defense:Number = 1- CavalryDef * subdefense /100000;
var sublife:Number = DefMed + 100 /100;
var life:Number = CavalryHP * sublife + parseInt (DefHeroInt);
var subkill:Number = AttackArcher * Attack * Defense;
var kill:Number = subkill / life;
**Adobe Flash CS4 programming and, Based on direct contact (Archers VS Cav/Warrior)
Problem I've got, how is Speed calced with Range and the field size? I know Speed comes first, then Range but how can I calc it to run with the field size? Do I have to:
Attack Range - Field size
Defense Range - Field size
End result = 1st round?
I've googled and I cannot find any calcs/formulas. If anyone can aid me it'll be great!
Note: Devs of existing calcs are invited to my Evony tool (Link in my sig) - Why not merge attack calcs into one to produce an extremely accurate calculator?
Last edited by Evil2k8; 08-23-2011 at 09:29 AM.
Originally Posted by A Mod
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