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Thread: AeroCalc v2.0 - Scouts now included

  1. #161

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    Quote Originally Posted by AeroAgg06 View Post
    its all on Unit vs Unit bonusses towards the top on the far left
    Thanks,
    I am getting more of 0.7 vs phract ball openers then 0.5.

  2. #162

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    Just wondering, how accurate have people's reports been recently for those who haven't modified the spreadsheet at all?

    Personally, on a lot of battles, they end up going a lot better than predicted. i.e., I was predicted to lose and only take out his layers and ~12k of his 95k archers, but ended up killing off all his archers in addition to ballistae, rams, catapults, and 17.9k archer towers with 20k of my archers untouched.

  3. #163

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    Quote Originally Posted by DaveV View Post
    Thanks,
    I am getting more of 0.7 vs phract ball openers then 0.5.
    Same here. The penalty modifier seems to be higher than 0.5. But I have no chance to really test out what is a good range for me.

    Based on my last attempt, my 220k bally killed 147k phracts which is more than the calculated requirement for 1x0.5 + 1x1.0 shot of 132k pharcts.

    From my earlier attempt, there were more than 55k phract left and those were 1x0.5 shot by my 230k bally.

  4. #164

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    Also I can confirm Satan's observation from another thread. The Attack value should be read from FH not character sheet to get an accurate kill count.

    More Funny math from evony :\

  5. #165
    Join Date
    May 2010
    Location
    In you Town- Whoops sorry Conquered ya town mate.
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    1,529

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    Kind of Makes Excal Crappy.

    Spawn- AgeII Na13 - Massacre Founder
    Every one of your enemies has a weakness, you only have to find it, Unless you find your self facing me, were it shall be your weakness that leads to your demise - Spawn.

  6. #166

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    The troop training times are based of the statistics page though so excal is nice there.

  7. #167

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    Wow, does anyone have any number data confirming the Excal issue? I'd be interested in seeing it before accepting it as fact.

  8. #168
    Join Date
    Jun 2010
    Location
    Dallas, TX
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    1,082

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    So has it been decided that cav must be @ 0 range to attack as opposed to the 100 it says?

    Is this true for other mel?e units as well?

    If it is true for others, does that include Rams who say they have a 600 range?



    Also, unit vs unit bonuses

    1.6 pike vs cav/phrax
    .8 AA vs DA
    1.1 sword vs pike
    1.2 cav/phrax vs archer
    0.7 Bally vs phrax


    Could that 0.7 hold true against cav also? And is it possible it applies to all ranged units vs horseback?

    Am I missing any other UvU bonuses?
    Last edited by AeroAgg06; 11-16-2010 at 07:56 AM.

  9. #169

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    we have tested the range of cav and phract and it worked like it's supposed to... we could kill warriors while they never touched the HB units. But, this was some time ago and with the silent changes nothing is sure anymore. It's also a great hassle to test all that stuff again and again

    ciao!
    DeVerm.

  10. #170

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    Quote Originally Posted by AeroAgg06 View Post
    So has it been decided that cav must be @ 0 range to attack as opposed to the 100 it says?

    Is this true for other mel?e units as well?

    If it is true for others, does that include Rams who say they have a 600 range?



    Also, unit vs unit bonuses

    1.6 pike vs cav/phrax
    .8 AA vs DA
    1.1 sword vs pike
    1.2 cav/phrax vs archer
    0.7 Bally vs phrax


    Could that 0.7 hold true against cav also? And is it possible it applies to all ranged units vs horseback?

    Am I missing any other UvU bonuses?
    The cav range should be zero, only thing that explains my reports from couple of page back.
    0.7 against phracts was tested couple of times against Atlantis at 1600 intel.

    Excalib was found to be lacking in the same tests. Also Satan has observed this with his attacks.

    Don't know about rams or ballys vs cavs.

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