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Thread: Key Issues on Combat Mechanics~

  1. #281
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    Quote Originally Posted by Darkbrady View Post
    I don't like tryin' to quantify compass effects, purely because the NPC10s are so wildly random. When I give numbers like that I try to leave it as a guideline rather than a set number like b'listers for NPC5s.
    The hero I'm lvlin' up now gets 7~11k losses on NPC10s, whereas another hero I lvl'd up last week had more attack but took 20~40k.
    I get that compass isn't always the effect, but it's not unrelated.

    The fact that compass does affect round length and movement speed (even the basic math can tell you that in certain situations it will screw you over) changes things.

    It all comes down to attack really. Thas why I say that compass10 jus' needs a higher attack value typically; because the only thing that matters at all is whether you kill the 400k before they reach you or not. You can use compass1 or compass10 and it doesn't matter so long as the horde don't reach you.

    You can use any hero you want; buffs help. Only matters whethe ryou kill them or not. If they hit you, then you lose 20k+. If they don't hit you, then you lose 15k-. Whether this is caused by compass, attack, defence, buffs or layers I really don't care...as long as they don't hit my archers is all I focus on.

    And yeah; 10 rounds is somethin' special. I typically get 11 and 12 rounds w/ c10. c9 jus' can't do that on a regular basis.



    If the hero is captive in your city and you take over said city with your other account, then the hero will still be captive in yoru feasting hall. They don't move or escape or anythin'. Captive heroes remain put until they're released/persuaded.
    thanks alot man and hey can u make a best or nice guide for hero training i know some good ways too so i will help u in there to train ur hero with less losses and more experience points or how to choose heroes from inn all etc it will be great

  2. #282

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    I personally think the archers found a pile of scopes to add to their bows and used their bow and arrows as sniper rifles, allowing them to shoot from farther away.
    But yeah, I don't have a clue what could cause it considering he can't replicate it.

  3. #283

    Default The lvl 10 NPC

    The attacks on lvl 10 NPC's seem to be discussed a lot here and thats why I want to ask something very specific.
    First of all we can establish that we all can win against a lvl 10 NPC and suffer less than 8k archers in losses.
    I have compass 10 and I want to get into the damage dealt by the AT's of the npc.
    AT number = 3666
    Attack = 300

    Damage dealt per round to archers (IW=10,MED=10) when in range of the AT's is:

    3666*300*0,925/(250*1,5)= 2713

    Scenario 1

    My archers stand down at range 3000 and shoots down 400k warriors and then they advance to 2500,2000,1500. At range 1500 they stand down and kill the at's. But this means the at's have killed at least 3*2713= 8139 archers which cant be the case unless there is some range modifier to the at's...

    Scenario 2

    Same as above but the archers get "smart" and pause right outside the fire range of the at's and then move on up to range 1500. At's have killed at least 2*2713= 5426

    Scenario 3

    This one is a bit more complicated
    archers movement 4500,4000,3500
    npc warrior movement 400,800,1200

    In the next round they move towards eachother and since the archers have range 1800 they will pause at 3222 since the warriors are at 1422, not going into specifics but lets call it a partial standdown which I dont know if it can happen or not. When warriors are dead archers move to 2722,2222,1722 and they stand down at fire on the at's at range 1722. This also solves the example in scenario 1.

    I might be totally out in the blue on this one and I am happy to be corrected about any specifics. My conclusion so far is that the compass 10 wont mess up things.

  4. #284

    Default to the above.

    The question is obviously what situation we have at hand here and if someone has figured this out before.

  5. #285

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    Quote Originally Posted by DeadDraw View Post
    Damage dealt per round to archers (IW=10,MED=10) when in range of the AT's is:

    3666*300*0,925/(250*1,5)= 2713


    In the next round they move towards each other and since the archers have range 1800 they will pause at 3222 since the warriors are at 1422, not going into specifics but lets call it a partial standdown which I dont know if it can happen or not. When warriors are dead archers move to 2722,2222,1722 and they stand down at fire on the at's at range 1722.
    You're not taking into account the 50% damage at over half range, hero attack (probably very low) and Military Tradition. Maybe the archers had compass 9 then they would've only been within the AT's range for 2 rounds.
    Where's the xx22 coming from?

  6. #286

    Default oaklye3, General

    What can you do with a Hero you have captured?

  7. #287

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    The barbarians at's shouldnt be modified by any hero they have in town, at least from what I have heard previously. At's damage is also supposed to be melee from what I heard and hence no range modifier but sometimes you can wonder..
    The partial standdown at range 3222 comes from a few equations and it is just a theory but it would make sense in many ways.

    Consider the archers when they are at range 3500. The barbarians warriors are then at range 1200. The distance between them is now 2300 and have in mind that archers have range 1800.In the next round they move towards eachother, archers with speed 500 and warriors with speed 400.
    w= 400*t (for warriors)
    a = 500*t (for archers)
    t is just some period of time for the movement in the round

    then for archer standdown we have 2300-a-w=1800 or 2300-500*t-400*t = 1800 which gives t= 5/9.
    Insert in the above and you get w = 400*5/9 = 222 (rounded down)
    and a = 500*5/9 = 278 (rounded up)

    so in round 5 this gives that the archers move to 3500-278 = 3222 when the warriors are at range 1200+222 = 1422. (3222-1422=1800)
    The warriors will of course move on to 1600 in that round.
    Anyways that is just a theory but it can explain some weird things that happen on the battlefield sometimes. And another thing that makes sense to this is that you wouldnt be able to benifit from a higher arch level if this didnt occur, just look at different cases with archers vs archers and same compass.

    In all these cases i am assuming max tech levels but I think that is more or less clear.

  8. #288
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    Quote Originally Posted by oaklye3 View Post
    What can you do with a Hero you have captured?
    persuade him if he is good hero like politics or usually attack

  9. #289

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    Uh,correcti0n. Compass 10 gve 50% speed,so its 375 for archers n 300 for warriors

  10. #290

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    Quote Originally Posted by DeadDraw View Post
    w= 400*t (for warriors)
    a = 500*t (for archers)
    t is just some period of time for the movement in the round

    then for archer standdown we have 2300-a-w=1800 or 2300-500*t-400*t = 1800 which gives t= 5/9.
    Insert in the above and you get w = 400*5/9 = 222 (rounded down)
    and a = 500*5/9 = 278 (rounded up)
    One big flaw, the archers move first.

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