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  1. #1

    Default Combat Calculator

    After quitting Age I last year I recently returned to give Age II a whirl, wasn't too impressed but I couldn't quit without updating a spreadsheet combat calculator that I'd put together for Age I. The task begins...

    Intelligence
    In Age I a hero's Intelligence increases the defence as a percentage, e.g. 50 Int increases a defence of 50 to 75, 100 Int doubles it to 100. Defence works by reducing incoming damage: 1000 defence reduces damage by 100%, 250 defence reduces damage by 25%. Note that the reduction is capped at 50%.
    This means that units with low defence gain little from Int while units with high defence could easily be capped at 50% reduction.

    Age II turns this on its head...
    Instead of increasing defence, Int now gives a flat increase to a unit's life. Here's an example of how a max tech archer's effective life (the damage needed to kill one unit) is affected by Int:-

    Int....Age I....Age II
    50......414......459
    150.....441......568
    250.....468......676


    Same figures applied to Battering Rams:-

    Int....Age I....Age II
    50.....11029.....9934
    150....14423....10066
    250....15000*...10197


    *no increase beyond 163 Int.

    Leadership
    Ah leadership, leadership (fuggin leadership!). I once said it'd be boring if it was too easy to calculate combat, but leadership takes the fuggin cake! I would've loved to have posted this as the definitive article but the truth is that this isn't a guide but more a plea for help! I've worked out what it does but the amount of variables is just ridiculous.

    What leadership basically does is it determines how much Attack and Intelligence is applied to the combat calculation, e.g. 100 Leadership gives a hero with 210 Attack and 45 Intelligence... 210 Attack and 45 Intelligence! Now you're probably thinking "sheeeet what's so hard about that?" well, what's hard is that Leadership is affected by who you're fighting (player or npc troops) and by where you're fighting (valley level when fighting npc troops) and by how many troops you send to battle and also by what type of unit. It's also not as straight forward as 30 Leadership = 30% of hero's Attack & Int applied.
    30 Leadership may give your hero 100% of his Att/Int when attacking a level 6 valley defended by cavalry, but will give 80% Att/Int when attacking cavalry in a level 7 valley and only 60% Att/Int when attacking cavalry in a level 8 valley. However...

    The number of troops that you send can affect the combat in an unexpected way, the following pics say more than words

    1) 10k archers v 3319 archers (level 10 valley) Bing's Int is 100. Infantry included to prevent Swordsmen reaching my archers.




    2) 20k archers v 3319 archers (level 10 valley) Bing's Int is 100




    3) 70k archers v 3319 archers (level 10 valley) Bing's Int is 100




    The eagle-eyed amongst you may have noticed the change in defending hero, well fact is npc heroes (valleys) are irrelevent - they don't modify the results in any way, thus...

    4) 20k archers v 3319 archers (level 10 valley) Devin's Int is 80, compare to 2) above



    Uploaded with ImageShack.us



    The 3319 valley archers are killed in the first round in all of the above battles so sending more than 10,000 archers is unnecessary, but then how many of us send the bare minimum needed? Now there's a reason to! My calculator will let you calculate how few troops you can get away with sending, but before I get to that let's get the maths out of the way.

    Age II Formulae

    Attackers' damage
    B/100(H + T + 100)N

    B base attack, H hero attack, T (Technology) Military Training (percentage), N number of attackers

    Defence
    1 - (((T + 100)/100)D)/1000)

    T Iron Working (percentage), D base defence

    Life
    (((T + 100)/100)L) + I

    L base life, T Medicine (percentage), I Intelligence

    Effective Life
    L/D

    L Life (as derived from above formula), D Defence (ditto)

    Casualties
    A/E

    A
    Attackers' Damage (as derived from above formula), E Effective Life (ditto)



    Formulae applied to example 1) above (all relevent techs level for 10 both sides)

    60/100(0* + 50 + 100)3319 = 298,710 damage

    1 - (((50 + 100)/100)50/1000) = 0.925 defence

    (((50 + 100)/100)250) + 100 = 475 life

    475/0.925 = 513.51 effective life

    298,710/513.51 = 581.70 casualties, rounded down to 581

    Note: * valley hero attack n/a, ranged damage now rounded down.

    So in battle 1) the hero receives his full Intelligence but when he sends 20k archers his Intelligence is reduced to 60%, the more troops he sends the more his Intelligence is reduced.

    The higher the hero's Leadership the smaller the penalty that he receives, a hero with 100 Leadship will receive his full Int/Attack stat regardless. My only Historic hero has so far reached just 92 Leadership but my theory is that 100+ Leadership will grant 100%+ Int/Attack, making Historic heroes even harder.

    End of part 1.
    Last edited by Birtles; 06-27-2010 at 05:52 PM.

  2. #2

    Default

    Part 2


    The Calculator




    The calculator is a simple tool to determine either how many kills your troop stack kills or how many troops you need to one-round an enemy stack. It's intentionally simple - it won't hold your hand, pat your head and tickle your balls, it's not an Evocalc wannabe, you'll still have to use the old grey matter to work out your battles. It's also not definitive, the sheer amount of variables that Age II has introduced are just too much for one dude to work out, especially with the World Cup on!

    The yellow and green boxes are separate calculators, yellow works out how many troops you need to kill an enemy stack, green simply calculates how many troops your stack will kill. The other 3 grey boxes are just for reference and to fill the space. Please only edit RED text.


    There's no need to create a GoogleDocs account or to sign in to edit, but bear in mind that this is a shared document, feel free to make a personal copy. The sheets named Level 1 to Level 10 are for you to use to collect and record your own findings.

    Example showing the data table for scouts (please note that scouts gain no benefit from Iron Working so leave as zero) versus all units, combine the calculator with your own test battles to record the Leadership/troop number used, e.g. you send 10k scouts against a level 8 valley defended by cavalry. You put all the relevant data into the green calculator (remember valley heroes have no effect - leave their Attack as zero), if the battle report shows a greater number of troops lost than the calculator result then reduce the Percentage unit you get the same loses. If, for example, the result is 50% you go to the 50% column and the cavalry row and make a note of your hero's Leadership and troop count.
    This is entirely up to you whether or not you help me to crack the code, I won't be upset if you don't The reason I've added the data recording sheets is that I've realised how big a task it'll be and I just ain't got the time, not when there's football to be watched.




    Data collecting tips

    Try to reduce the amount of variables when testing, e.g. recruit a level 1 hero with say 50 Int, attack a few valleys with him (always fight against a single unit type) then upgrade him to level 2 but don't upgrade his stats. Send him back against the same valleys leading the same number of troops - now the only variable is his level or rather his Leadership.
    Alternatively attack the same valley with two heroes of very different levels but with the same Intelligence (can be manipulated using equipment).


    Y'all have fun now.
    Last edited by Birtles; 09-18-2010 at 03:14 PM.

  3. #3

    Default

    Space for battle report examples (with regular updates)



    1) 10k scouts - hero gains full 100% Intelligence (100)



    2) 50k scouts - hero gains 24% of Intelligence



    3) 100k scouts - hero gains 12% of Intelligence


    Last edited by Birtles; 06-25-2010 at 07:09 PM.

  4. #4

    Default

    Thanks for doing all this work! You rock.

    I can't even view the spreadsheet on googledocs. Can you change the permisisons so that everyone can look at it, and everyone can Save As, but no one can edit?

    Granted, I could create my own spreadsheet with your formulas, but I would rather use your sheet

  5. #5

    Default

    someone should make a guide on building heros
    warlord

  6. #6
    Join Date
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    Default

    Quote Originally Posted by ipman na37 View Post
    someone should make a guide on building heros
    I am working on one, it is just taking time to do some tests and put it all together. I have something of my own to add besides what is already on the forums, but I want to make sure it works before posting.
    Last edited by darknoob; 10-01-2011 at 11:28 PM.
    NA19 forever

    Does anybody actually read this?

  7. #7
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    Default Leadership news

    Not really news for me, but i will find other things that will not be posted...

    This is an optimization algorithm.


    Let's suppose we have lvl 100 hero at 5 stars:

    1.-then he can lead max 115k troops without any penalty (100*10*(100+15) where 15 is the 5 set extrabonus).

    2.-if total troops sent is over that limit, then attack and intel of hero is penalized with same percent p = optimum limit / total troops.

    3.-each unit type is penalized with a different percent but that percent isnt changed round by round

    4.-if we have 2 units type, each under optimum limit, but together over limit, then will be penalized in this order: Tp,Wk,Sc,W,Pk,Sw,A,Cv,Cp,B,R,C.
    (if 100k pults + 50k ram then ram get penalized first, for ram p= (115k limit-100k pults)/50k ram = 30%, and pults aren't penalized, being under limit)

    5.-if 1 unit type get penalized then is ignored for next units penalty
    (100k pults + 50k ram + 10 k ballistas, here only ram penalized)

    6.-penalty is calculated in reverse order as above, for "total troops" in penalty formula is included all previous troops that got p=100%.
    (first is calculated pults penalty, then ram penalty including pults if already 100%, then ballistas penalty including previous troops that had 100% ...)

    7.-the percent is minim 0%, max 100%.

    8.-the penalty change target. until now only range modifiers are ignored, everything else, buffs, penalty, research change total power of an unit type, then prioritization.

    9.-the penalty change 1% rule (same like for prioritization).

    10.-there can be exceptions, tests was only for valleys, regular heroes, max 9 stars. (only 2 reports from 850 was out, all other 0% errors).


    EDIT: An example here: http://bbs.evony.com/showpost.php?p=...&postcount=241

    Please dont PM me or Quote me. thks.

    .
    Last edited by un3x; 10-08-2011 at 06:20 PM. Reason: example + penalty correction
    Tp,Wk,Sc,W,Pk,Sw,A,Cv,Cp,B,R,C.

  8. #8
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    Default

    Wow awesomeness. Excellent job.
    Last edited by Woldere; 06-25-2010 at 06:13 PM.

  9. #9

    Default finally~

    omg this is awesome dude...

    love u

    i've managed to waste 2 sec of ur life with this sig ~
    omg thar~ pedobear coming

    H-Heroes: 65
    H-City: 1

  10. #10

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