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Thread: INTEL/ATT HERO - effect on att/def

  1. #11

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    I pop on here every now and then lol

  2. #12
    Join Date
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    Birtles, you beauty. I'd put the value of your post in the top 10 posts on these forums.

    The RAM increase for intel is shocking. I'm almost tempted to build some and give my intel hero some exercise. ...shocking.

    As for attack reaching an effective maximum value... all I know is when I got scouted by a 900+ attack hero, and my hero was only in the 400's at the time... my scouts got annihilated. Despite having over 1/2 million scouts sitting there, the scouting hero meant that more of my scouts were dying than his. not nice.

  3. #13

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    Quote Originally Posted by Birtles View Post
    Here's something I was about to add to another thread but here seems a good place too.

    Chart comparing the benefits of adding 1, 10 and 100 points to Attack and Intelligence, Int column shows gain in effective life.



    Notes: The starting point is 50 Intelligence. The more Intelligence your hero has the more benefit each point of increase gives him, whereas Attack is always a flat increase.
    Techs are assumed to be level 10 which means that both swordsmen and cataphract already have maximum defence. For the curious, increasing Intelligence from 49 to 50 would increase swordsman's effective life by 5.2.
    Ranged damage is at 50% effectiveness, double the number to give 100% damage.
    * defence has reached maximum, no further benefit.
    So, with 100 int, the rams go to 8394 life? Or is it 150?

  4. #14

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    The tables use a hero with max techs and 50 Int as a starting point so adding another 100 Int (increasing Int to 150) increases Rams life from 11,029 to 14,423. Use the Age I calculator in my sig to play around with your own heroes.
    _______________
    Combat Calculators
    Age I --- Age II

  5. #15

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    Just throwing this in here. Using a 500+ atk hero to scout with, I am used to killing over 100k scouts (more than I send) against the average defending hero. However today scouting with 500+ atk against a 276 atk hero with 110 intel... I only killed 92k scouts per mission. The intel was definitely affecting it.

  6. #16

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    i have a hero that i have put a lot of work into the intel stat.
    currently the numbers are lv 350 pol 9 att 346 intel 130.

    this hero isn't as useful as i once thought. here is what he's good at.

    1.rein alliance members with pike, instead of sword. (165k arch/135k pike)

    2.cav smack

    3.taking out at's with cav on a closed gate.

    4.ram wave. (i haven't built a ram wave yet)

    5. it's nice to be able to keep all my pikes/cavs in this city with this hero defending.

    6.pike bombing cav (I'm too nervous to do this with such a big hero)

    tis bout it.

    npc10 hits do not have lower losses with this hero. if anything, they are higher.

    re: 50 intel score for swords. i find that it helps a lot to send a 50 intel hero along with my swords when defending an allies city from archer rainbows.

    and lastly, here is a big hit with that hero; http://www.evonyurl.com/yhudi9

    in hindsight, i think my 2nd best attack hero would have been better.

  7. #17

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    Intell heroes have their uses, most of your examples are the wrong way to use them

    Quote Originally Posted by red 83 View Post
    1.rein alliance members with pike, instead of sword. (165k arch/135k pike)
    can't speak for this one without knowing the incoming and your allies heroes

    2.cav smack
    cav attacks are all about doing maximum damage in the first round when they're (hopefully) layered from archer damage by layers - attack is better

    3.taking out at's with cav on a closed gate.
    if there's no traps etc then you are best killing the ATs in the first 3 rounds when they're protected by scout & archer layers and attacking first in round 3 - the ATs shouldn't be hitting your cavalry

    4.ram wave. (i haven't built a ram wave yet)
    agree

    5. it's nice to be able to keep all my pikes/cavs in this city with this hero defending.
    again, can't comment without knowing what's incoming

    6.pike bombing cav (I'm too nervous to do this with such a big hero)
    If it's not at max range and there's enough defending archers to kill your pike in round one, then attack is important here not intel, if it's at max range then archers are better for the job.

    tis bout it.

    npc10 hits do not have lower losses with this hero. if anything, they are higher.

    re: 50 intel score for swords. i find that it helps a lot to send a 50 intel hero along with my swords when defending an allies city from archer rainbows.

    and lastly, here is a big hit with that hero; http://www.evonyurl.com/yhudi9

    in hindsight, i think my 2nd best attack hero would have been better.
    As for level 10s here's what I said in another thread,

    Quote Originally Posted by Gringo View Post
    Intelligence hardly effects level 10s, trap damage is unaffected by it and the warriors shouldn't be reaching your archers. so the only real damage the archers suffer is just one round of fire from the Archer Towers and a 100 extra intelligence will mean something like only 70 less deaths. So don't use high Int heroes if it means that the warriors are going to reach your archers.

  8. #18

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    Quote Originally Posted by Gringo View Post
    Intell heroes have their uses, most of your examples are the wrong way to use them
    thank you for your comments.

    1. can't speak for this one without knowing the incoming and your allies heroes
    I can't ever see what is incoming to an alliance member, unless they are on. Of course the rein could be adjusted to what's incoming then. This defends well against scout bombs, and archer rainbows; the most common attacks that i see on my server.

    2.cav attacks are all about doing maximum damage in the first round when they're (hopefully) layered from archer damage by layers - attack is better
    You are right here, I guess. Unless they pop up a trap/abatis on you. But you're pretty much screwed then anyway, if you haven't camped a bunch of spam to hit right before.

    3. if there's no traps etc then you are best killing the ATs in the first 3 rounds when they're protected by scout & archer layers and attacking first in round 3 - the ATs shouldn't be hitting your cavalry
    You're right.

    5. again, can't comment without knowing what's incoming
    I meant just in general. As in when I'm offline. The pikes are used instead of sword as a meat shield (This gives a bit lower food bill). And this at least give the cavs more life, they suck at defense no matter what it seems.

    5. If it's not at max range and there's enough defending archers to kill your pike in round one, then attack is important here not intel, if it's at max range then archers are better for the job.
    You are correct again here. But i do like to use pike bombs to take out cav despite the fact that archers work just as well/better. I tend to keep more foot troops than arch in my cities in general, so i like to save my arch for farming if possible. Pike bombing is amusing to me. Pikes march a bit faster, and I like to see if my opponent moved his horse out or not before my main attack waves get there. But noted that i should be using the attack stat. thanks.

  9. #19

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    Quote Originally Posted by red 83 View Post
    I can't ever see what is incoming to an alliance member, unless they are on. Of course the rein could be adjusted to what's incoming then
    just one thing worth mentioning, if your alliance member is offline you won't know if his Feasting Hall is full or not, and may have your reinforcements bounced back. Personally I'd only reinforce someone who's offline if there was a predictable pattern to the attacks, for example 6 x 5000 cav hits, then same again every 12 minutes, otherwise not worth the risk of having the enemy scout and change tactics to deal with your reinforcements.

  10. #20

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    Quote Originally Posted by Gringo View Post
    just one thing worth mentioning, if your alliance member is offline you won't know if his Feasting Hall is full or not, and may have your reinforcements bounced back. Personally I'd only reinforce someone who's offline if there was a predictable pattern to the attacks, for example 6 x 5000 cav hits, then same again every 12 minutes, otherwise not worth the risk of having the enemy scout and change tactics to deal with your reinforcements.
    Yeah, i know what you mean. Those waves i suggested only fills three slots (i assume you were referring to the embassy). With swords/archers, i generally need four. The rest can be filled with scouts, and i can see how many slots there are by sending a lot of scout waves first, and then recall what i need to just before my main waves get there. I use a phract wave this way too for speed, but recall them before they get pike bombed to death, and when my swords get there. Sometimes my other alliance members get there before i do, with ineffective reinforcements. I hate it when that happens.

    I always reinforce if i can, and hopefully get there before my peeps ballista are taken out. even if the enemy spams out the 5k setters, then im still good if there is at least one ballista. I still haven't found anyone that wishes to chew through all my meat soldiers, but they are welcome to do so if they wish.

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