Page 31 of 55 FirstFirst ... 21293031323341 ... LastLast
Results 301 to 310 of 543

Thread: Key Issues on Combat Mechanics~

  1. #301
    Join Date
    Sep 2009
    Location
    Denmark
    Posts
    371

    Default

    Congratz on the sticky Darkbrady! Well deserved!

  2. #302
    Join Date
    May 2009
    Location
    Liverpool, Uk
    Posts
    270

    Default

    Quote Originally Posted by Darkbrady View Post
    Well as Birtles rightly pointed out; the workers and archers would reach AT range on the same turn. The ATs will target the archers which would spare the workers.

    Any other 11 round battle will knock the archers back and put the workers in the line of hairy death before the archers can layer.

    All the theories as to why the workers actually survived makes sense.

    The one thing that's jus' not bein' explained is what caused the change to 10 rounds that is pretty much un-replicatable.
    The last resort theory is that it was a bugged report. The same guy could never repeat it, I can't repeat it; seems no one can. If a report comes up once and once only, the odds are it was a glitch...but even so...what was the glitch? The battle jus' decided to skip a round and push the workers back?

    Screwed if I know...there's a reason I gave up tryin' to make sense of that one.
    Don't know if this is relevant now but..

    battle2.evony.com/default.html?logfile/20091109/be/97/be9790eb3532a58dbb4245168a15438d.xml

    Attack hero 421, all research maxed.
    -EtaYa-

  3. #303
    Join Date
    Jul 2009
    Location
    Bonnie Scotland
    Posts
    3,822

    Default

    You mind throwin' out some similar attacks, but w/ a few thousand workers in the mix?
    If you can score 10 rounds again with workers you might be able to replicate this and confirm that it's down to pullin' the battle short, which is unusual and explain why this doesn't happen often.

    Quote Originally Posted by Satan
    I said before I need to be in the top 100 players or else I won't be able to defend myself.
    Quote Originally Posted by Lord Ken Deathmarr View Post
    You know, I don't understand your post sometimes ok? So I take it as a mean threat.

  4. #304
    Join Date
    May 2009
    Location
    Liverpool, Uk
    Posts
    270

    Default

    Yeah no worries, what was the other method used? 2k warriors, 2k workers?
    -EtaYa-

  5. #305

    Default

    well , that took up a fair bit of time to read

  6. #306
    Join Date
    Oct 2009
    Location
    Toronto
    Posts
    14

    Default A few questions

    This guide seems to be one of the best, especially keeping in mind complicated matter of the subject.

    Although the guide clarifies the battle mechanics a lot, some questions still remained.

    1. Engineering technology increases 'durability'. What is this -- life or defence of ATs?
    2. BoostedUnitAttack should also include Items bonus.
    2. How do RollingLogs & Trebuchets kill? All at once (doubtful) or autokill as Traps (how frequent then?)
    3. How does damage for autokills (Traps etc) spread among troops -- evenly or some preferences?
    4. What is the formula, linking Life-Attack-Defence? I found this: HitPoints=Life/(1-Defence/1000), meaning HitPoints vs Attack. Is it correct?
    5. Engaged ranged units don't shoot, but melee instead -- correct?
    6. Ranged units prefer ranged ones -- are there any priorities for other troops (say Cavalry prefer ...)?
    7. Can troop change a target in the next round or it fights a chosen enemy until death (and then switch to another target)?
    8. Is there any bonuses for specific attacks (say Pikes vs Cavalry) or everything goes just according to an attack value for any opposite troop?

    Sorry for the long list, but battles are still rather mysterious (say Scouts action) and I try to clarify for myself.

    Thanks you

  7. #307

    Default

    Quote Originally Posted by Darkbrady View Post
    You mind throwin' out some similar attacks, but w/ a few thousand workers in the mix?
    If you can score 10 rounds again with workers you might be able to replicate this and confirm that it's down to pullin' the battle short, which is unusual and explain why this doesn't happen often.
    http://battle38.evony.com/default.ht...8448dc8162.xml
    Found this in the battle reports section

  8. #308
    Join Date
    Jul 2009
    Location
    Bonnie Scotland
    Posts
    3,822

    Default

    Quote Originally Posted by Theuber View Post
    http://battle38.evony.com/default.ht...8448dc8162.xml
    Found this in the battle reports section
    This at least encourages the 10-round theory. Still not sure what brings the round number down that low, though...maybe there's a random factor involved?

    Quote Originally Posted by som View Post
    This guide seems to be one of the best, especially keeping in mind complicated matter of the subject.

    Although the guide clarifies the battle mechanics a lot, some questions still remained.

    1. Engineering technology increases 'durability'. What is this -- life or defence of ATs?
    The life values
    2. BoostedUnitAttack should also include Items bonus.
    I should look into that. I'm not sure whether it stacks before or after hero bonuses.
    2. How do RollingLogs & Trebuchets kill? All at once (doubtful) or autokill as Traps (how frequent then?)
    Ulfhere has the exact numbers somewhere. Should really look them up. They work the same as traps/abati in the respect that they will activate by a certain % every two rounds; I believe they activate in 10% increments. They don't autokill, but deal damage in the same way that troops do.
    3. How does damage for autokills (Traps etc) spread among troops -- evenly or some preferences?
    Traps spread pretty much evenly.
    4. What is the formula, linking Life-Attack-Defence? I found this: HitPoints=Life/(1-Defence/1000), meaning HitPoints vs Attack. Is it correct?
    The combat formula is as follows:

    Nd = (Na * Ab * R * A * (1 - D/1000)) / Ld)

    Where:
    Nd - Maximum number of defenders killed
    Na - The number of attackers
    A - Attack value of attackers
    Ab - Attack bonus (see below)
    D - Defenders defence value
    R - Ranged damage modifier
    Ld - Amount of Life of the defender unit type


    5. Engaged ranged units don't shoot, but melee instead -- correct?
    The still shoot, but only deal 25% damage. If you consider that their "melee" damage then either way. Bottom line is that close-combat archers tend not to do much ther than die.
    6. Ranged units prefer ranged ones -- are there any priorities for other troops (say Cavalry prefer ...)?
    After all the ranged units are dead they'll generally aim for the closest units first, then high value units if they're all in the same range (I think...need to go confirm that, been a while since I've looked into that)
    7. Can troop change a target in the next round or it fights a chosen enemy until death (and then switch to another target)?
    Troops will fight on a round-to-round basis. They will attack their highest priority target one round and then the next round they will attack their highest priority target again. If a higher priority unit has come into range that round, then they will switch their attacks off to attack the new high-priority unit and leave their previous target, whether they're alive or dead.
    8. Is there any bonuses for specific attacks (say Pikes vs Cavalry) or everything goes just according to an attack value for any opposite troop?
    Ranged units get a heavy bonus on ponies. (around 100% extra).
    Pikes get a heavy bonus on HB units (around 80% extra)
    HBs get a bonus on archers (around 20% extra)
    Swords get a bonus on pikes (around 10% extra)

    Quote Originally Posted by Satan
    I said before I need to be in the top 100 players or else I won't be able to defend myself.
    Quote Originally Posted by Lord Ken Deathmarr View Post
    You know, I don't understand your post sometimes ok? So I take it as a mean threat.

  9. #309

    Default Ok, this makes things a little confusing

    Report 1: http://battle5.evony.com/default.htm...025322763c.xml

    Report 2:http://battle5.evony.com/default.htm...c88572a143.xml

    Report 3:http://battle5.evony.com/default.htm...e9f9bf9758.xml

    Report 4:http://battle5.evony.com/default.htm...ee6c51e9b5.xml

    Report 1 & 2:

    Similar attacks and similar defense - except report 1 has sword and pikeman on defense.

    Report 1 loses 45k archers with the extra layer of defenses and 0 archers without swords and pike.

    Report 3 & 4:

    Again, similar attacks except the attacker has an extra layer of cataphracts. Defender loses 2k archers with swords and pike, and loses 25k archers without.


    Confused? me too.

  10. #310
    Join Date
    Jul 2009
    Location
    Bonnie Scotland
    Posts
    3,822

    Default

    Reports 3 and 4 are a simple case of layerin'.
    Fuller layer and the archers take few losses, and a emptier layer allows the offense to hit fast and reach the archers.

    Reports 1 and 2 are the type of things that baffle people in this game, 'cuz it's pretty much the opposite.
    The pikes move fast, which meant they got into the offensive archers range quickly. Your archers stopped to destroy them which made the defence all have to advance; since they move at different speeds they started to split up and gave the offence easy-pickings to shoot at them one by one.
    When the pike isn't there, the defence don't need to move as much because the offence never stopped movin'. The offensive archers attackin' the defence when it's grouped together gets them killed quicker.

    Now you ask "but wait, that means fast defensive units are bad?!"
    Well yes and no.

    Yes, because as everyone knows, HB units don't work well as defence and get killed quicker, and yes those pikes in the defence actually got more archers killed....

    But no, because HB units move so much faster that they get in range of, and killed before the defence advances too far (especially so w/ archer damage bonuses on ponies) and because if those pikes were in greater number they would have worked as a better stall and been alive by the time the enemy got in range, too.

    Thin layers are bad. They work for the case of a rainbow, but generally you're better off with fuller layers than thinner ones.
    Sayin' that, anyone can say that situations like that are pretty rare.

    Quote Originally Posted by Satan
    I said before I need to be in the top 100 players or else I won't be able to defend myself.
    Quote Originally Posted by Lord Ken Deathmarr View Post
    You know, I don't understand your post sometimes ok? So I take it as a mean threat.

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •