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Thread: Combat Calculator

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    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



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    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.

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