Provided you don't send the waves at 1 per minute for 50 minutes, regen shouldn't be a big problem. Considering the nature of the pike waves, there's not really any problem in cramming them into a few total seconds of hit time, in which case you're just dealing with a few k of regen. At that point, the regen is so small that it won't affect total # of pikes needed in any way.
Thank you, X~Calibur.![]()
Okay.. as the pervious screen dump was output with some bugs in the spreadsheet, here is the one that I really really think is correct
I have put a single warr bomb in Wave1 which takes out the same amount of cav that the 32 bombs did for the actual capture. Also, I left out a bally safety wave at the end, but I left a wave that we thought was needed but turned out to be a loy hit instead.
I am 100% sure of every A.hero stat used in the actual capture of this hc14 and also of the kills because I have scouting reports both before and after every wave, plus most hits produced a report too.
The calculator predicted kills are not an exact match but the individual rounds of each wave match (the differences would be much bigger if not). I would still send the extra wave (wave13) and the reason is that wave7 might just not manage to kill all D.arch which would make wave8 much less efficient on warrior kills. It is *the* wave to study the individual rounds where you find that A.arch only just manages to kill the D.arch while they are killed by D.warr the next round. Predictions like that should always have a back-up for long range insta-caps. The nice thing with pike-combo's is that the pike/sword layering used for attacking D.archers is still effective vs D.warriors so it's a back-up that doesn't get wasted like a bare archer back-up hit on a swords combo.
And yes... I pulled D.hero ATT all the way down to 110. I have seen that number before many times and here I get into trouble when I go to 115.
Also, I tried A.pike at both 1.6, 1.7 and 1.8 vs D.cav but here 1.6 also makes the most sense. I still have A.arch vs D.arch at 0.78 and am happy to see that it also computes for pike-combos.
The screen dump shows my extra patches for a life bonus on attacking troops and a corselet for defending hero. They are not active though and I don't think they are needed/valid at this time.
ciao!
DeVerm.
Actually, we hit all warr bombs at the same second... followed 5 or 10 seconds later by all pike bombs that also hit at the same second. After that, when we solo, we use as little as 2 second gaps but when it's an coordinated effort we tend to use 10 seconds between hits from different players. I also use "slots" for players where each player needs to fit a number of hit in their slots and we often use 1 second gaps there. In between those slots is a 10 second gap again.
When you look at my screen dumps you will see that the individual pike bombs hit at the same second. Regen is correctly calculated at 0 units.
cheers,
DeVerm.
So, then, is there a "safe" number of seconds that can pass before regen becomes a "problem?"
I'm trying to calculate a multi-player attack on a 14, and the intent would be for the bombs and pikes to hit at the same second respectively, but I have to assume a margin of error with somewhat inexperienced players and crappy lag (when it comes to camp time).
That's where I'm coming from and I just was wondering how safe it is to group waves of similar troops together to save space in the calc. I was doing this already, but I thought I would get a professional opinion on regen.![]()
do what DeVerm was talking about... give a time +/- 5 sec for 1 wave type to hit (land all of this wave type in this 10 sec window)... 10 sec after the target time of first wave type, do second type, etc... etc...
after you find out how everyones hits are landing, you may lower it for another hit later
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