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Thread: AeroCalc v2.0 - Scouts now included

  1. #121

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    Let me get it straight.

    NPC will get the 40% life bonus, since they will not have the "failing/uneven" star issue.

    Player's bonus is "affected" by the so called star effect.

    I notice the issue of greater loss when I failed my star upgrading. Just managed to get the failed one back to star 10 with the rest at star 12 and star13. Currently trying to get them to star 13. However at star 10 for 1 items, the loss is still not as before when I had star12/13, though much better when the failed one was at star 8. I wonder where is the threshold...

  2. #122

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    This report after I managed to pull my failed star back to Star11. The rest at Star12 and Star13.




    This after I get that failed Star back to Star12. All Star12/Star13 now.



    Int Gear:- 419.13 Int

  3. #123

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    can someone explain this?
    http://evonyurl.com/swtumb

    Archers have a combined higher attack than warriors there. meaning cavs should reach the end of the field 1 -->1600.. then smack them. According to the cal as well. unless some thing has changed.
    Last edited by DaveV; 11-10-2010 at 03:05 AM.

  4. #124
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    Default nothing changed

    Quote Originally Posted by DaveV View Post
    can someone explain this?
    http://evonyurl.com/swtumb

    Archers have a combined higher attack than warriors there. meaning cavs should reach the end of the field 1 -->1600.. then smack them. According to the cal as well. unless some thing has changed.
    for me seems ok, cavs go from 1600 to 100 and hit closest units first (the warriors).

  5. #125

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    Quote Originally Posted by Jujim View Post
    After I changed the A.Pike bonus agst D.Phract to 1.6 from 1.8, the kill rate is almost in line with a Defending Int of 1050.
    Is this only for HC16? If not, and it also applies to HC14, where can I find the 1.8 to edit?

    I modded my version to have a hero lookup table with drop-downs on the overview page, and put in flags for war horn (1.2), corselet, and d. life buff.

    I'm still stuck on what to do about leadership. All our heroes are lvl 100 and I'm not sure where/how to edit the leadership formula -- or even if I need to.

    Thanks to DeVerm for all of his thinking out loud. I am using Excel 2010 and couldn't use SHEET() for relative references, but I did find a formula for Excel that works if my waves are named WaveXX.

    Also, if I were to run a test on HC14 to see if my version is calculating properly, can I just do warbombs and then one 125k pike bomb to check cavalry kills, or would I have to keep going until I get tradefire? Any warbomb amount recommendations?

  6. #126

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    Quote Originally Posted by un3x View Post
    for me seems ok, cavs go from 1600 to 100 and hit closest units first (the warriors).
    So then Aero cal is wrong.
    And this report, with warriors and melee layers worked as intended. So this is odd.


  7. #127

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    No ballista there.

  8. #128

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    Ballista's shouldnt make any difference. And that is presented in the calculator as well.

    I have one here with ballista's. if the cavs didn't get to end the field there is no way I would have won it with 150k archers (and a lvl 150 HH) taking shots at itwhile they clear melee layers.

    http://www.evonyurl.com/oqa7b9

    So cavs will def get to end field even with ballista's. Something else is up.

  9. #129
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    Default Start range

    Quote Originally Posted by DaveV View Post
    So then Aero cal is wrong.
    And this report, with warriors and melee layers worked as intended. So this is odd.

    http://i51.tinypic.com/1zfucex.png
    Different start range here, 1500 (AT+200). If 2 or more units at same distance then cavs hit max power unit (archers for first rounds and warriors for last).
    Better more archers here, depending on what life bonus and intel you have. I bet that the scouts and archers died in first round with some cavs.
    For 85 intel and 40% life bonus, if defender hero 700 attck + war horn, then minim 5023 archers. Scouts much more, like 11k and anyway not get any other free round (killed by AT at end of round 1). Your choice to use 5k archers or 11k scouts. Other layers are useless also.

    I have some issues for melee, seems that can kill max 2 layers per round. Also when RAM and no ranged, start battle is under 600+200.

    I not verified aerocalc entirely, just for some reports.

    .

  10. #130
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    Default

    Quote Originally Posted by DaveV View Post
    Ballista's shouldnt make any difference. And that is presented in the calculator as well.

    I have one here with ballista's. if the cavs didn't get to end the field there is no way I would have won it with 150k archers (and a lvl 150 HH) taking shots at itwhile they clear melee layers.

    http://www.evonyurl.com/oqa7b9

    So cavs will def get to end field even with ballista's. Something else is up.
    Cavs range 100, they stay at 100 and kill first melee closest and after archers, balls and transporters. Nothing up. The archers will have 25% range modifier when hit cavs, being in range 100.

    .

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