Results 11 to 20 of 24

Thread: Heres some help with evony mechanics

Threaded View

  1. #1

    Default Heres some help with evony mechanics

    This is in response to a few recent threads asking questions about evony's battle mechanics. As I bore of this game I start teaching others. Evony adds to my philanthropy: Here's the skinny many of you guys don't understand fully yet: (if you do please accept my sincerest apologies for accusing you of not understanding it, AND please accept my apologies for making your knowledge less exclusive)

    Archers choose to dish out their damage roughly based on the RANGE of other units, that is they "fire" all their arrows at the ONE group troop type that has the biggest RANGE. If you're being attacked by 99,999k phracts and 1 catapult, if both are in range of your archers on round one the archers (every last one of them) will all fire at that 1 catapult, simply because its a group of troops that has a higher RANGE than the cataphracts. Of course the archers will destroy the catapult in the 1st round but the cataphracts get to move closer to the archers without losing any numbers that round. This is the basis for what is sometimes referred to as the "JAQ" attack. To perform a JAQ attack you need to get rid of all of the 5000 "range setters" (more on that later) if you have removed these range setters, and If you send 1 pult, 1 ballista, and 1 archer, escorting many phracts, or even cavs, the defending archers will have to fire on the pult round 1, the ballista round 2, the archer round 3, and will have easily come into the range of the phracts/cavs by that time, the archers when CLOSE range cannot deal their full damage, they only deal a fraction of it, thus 90k horses can kill hundreds of thousands of archers.

    That's the basics, there are some details to be worked out. As I said before this trick doesn't work if the battle starts at range 5000 (which it will if the defender has even 1 Defensive Trebuchet, trap, or abatis.) You have to figure out how to clear those 1st AND how to get your JAQ to land before they can quickly que up a trap. If the battle starts at 5000, your JAQ will take serious punishment from the archers before being in range to smash back. A decent strategy is to send a fortification clearing wave 1 second before the JAQ, so that the defender really has to time their construction right. If you have a defender who was dumb enough to make all Archer Towers and no 5000 range setters, teach them a lesson with a JAQ attack. {:-)

    Other information: In addition to archers, ballista and catapults also choose which group to attack (of all that's within its range) based on which group has the higest *range*, the rest of the troops choose which group in range troops to attack based on the total LIFE of the group.

    Other pertinent information: Intelligence and its effect on battle. Intelligence of the hero *IS* taken in to consideration in battle. What it can do is help prevent up to 50% of the damage assigned to any one troop type EACH ROUND. Its a semi-complex formula and it involves your medicine research levels and your iron working levels. When you max those out, you help the defense of your troops, but the intelligence of the hero can help even more. How it helps differs depending on troop type. At high iron working and medicine levels, the intelligence of the hero doesn't effect the damage prevention for cataphracts at all, (they already get 50% damage reduction each round even if the intel of the hero is 0) that's why they are considered the "elite" unit because everyone's hero has intel of at least 0. Swordsman do not get a full 50% damage reduction until the hero's intel is 50. If the intel is less than 50 it will help prevent SOME but to MAX out how much damage you can prevent to a swordsman group you need at least 50 intel. The numbers are different for each troop type, the link directly to the formula and actual values is at the end of this post. (I unlike others will cite my sources) From my vaque memory (I'm not guaranteeing these are exact but they are good approximations) To acheive full 50% damage reduction from catapults: 100 intel, cavalry/ballista/rams: 129 Pikemen: 189. The other groups take a lot of intel to max the defensive bonus, thus aren't really worth worrying about, however you'll notice you lose a lot less scouts sending 100k scouts at a level 10 valley if you send your intel hero not your attack hero. The biggest take home aspect of this point is that if you get a hero with 129 intel and send him with a mean load of rams, many many more will make it within range of the defending archer horde and kill many more of them than if you just sent a souped up attack hero. i.e. if you have a 350-attack 20-intel hero and a 221-attack 129-intel hero, you'll do WAY better sending the higher intel hero than sending the uber attack hero. So when you're recruiting heroes, that 65 attack, 61 intel hero is WAY better to get than the 71 attack 10 intel.


    Last bit of advice: there's also a "reverse Jaq" where the defender can jaq an attacking wave of archers, you may notice that when you're attacked by 100k archers that your damn horses keep runing out and getting shot 1st thing when you get hit, and may have even wisened up to send all but a few of them out of the city so they don't commit suicide. If you purposefully take down your 5000 range setters, the battle will start so close your cavs can run all the way out to the attacking archers in the early rounds and destroy them all easily.

    Hope it helps. this is all in summarry and for a detailed outlining of some of these things read thoroughly these threads: they are the gems here:
    http://bbs.evony.com/showthread.php?t=99217
    http://bbs.evony.com/showthread.php?t=84773
    Last edited by xIcemanx; 02-15-2010 at 04:18 PM.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •