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Can you post the fixed strategic combat version? Lunatic AI just declared war on each other, and since one is death with 400+ casting skill, I have a feeling he'll be affected.
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Might as well, game seems to be stable at the moment. Uploaded as Caster523fix.zip.
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April 17th, 2018, 06:43
(This post was last modified: April 17th, 2018, 07:24 by Nelphine.)
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Testing new strategic combat:
9 Adamantium Veteran Hammerhands have 12256 defense (including bonus from spells), which is reduced to 3041 after ranged/spell round.
They also have 14256 melee, which is reduced to 3537 after ranged/spell round.
Power: 3279
6 Storm Giants + 3 Djinn have 15000 defense (including bonus from spells), which is reduced to 6665 after ranged/spell round.
They also have 5860 melee, which is reduced to 2604 after ranged/spell round.
Power: 4166
Sorcery should win most of the time, say, 2 out of 3? 3 out of 4? battles. They won 10 out of 10. However, they have several land linking (4) and several focus magic (4), so their base melee (+330), defense (+200), and ranged (+483) are all slightly higher. Still, that should be only, what, winning 4 out of 5?
Seems like there is something I'm not accounting for. (I did full details but lost the post)
So, for my next test, I'll heroism all the hammerhands. Offense remains the same, but defense increases from 864 per hammerhand (4*6*4*(7+2)) to 1200 (4*6*5*(8+2)).
That should increase post ranged defense to ~6070. In turn, that increases post ranged offense to ~5500. That should let the hammerhands win most battles (1 in 15-20 matches the sorcery should still do noticeably better at range and win anyway).
April 17th, 2018, 20:14
(This post was last modified: April 17th, 2018, 20:24 by Nelphine.)
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Ok, tried the heroism thing. Didn't work, still losing every battle.
So, full math:
9 adamantium elite hammerhands
Melee Offense: 9 * (12-2)*20*6*1.32 = 14256
Defense: 9 * 4*6*5*(8+2) = 10800
Magic:
Attack: (9*150 + 2*78 + 4*30) * (473/10/5) = 15382
Percent Attack: = 0 due to no ranged units to boost
Defense: (2*20 + 4*30 + 2*40) * (473/10/25) = 454
Total: Ranged 15382 (not affected by damage), Melee 14256, Defense 15341
5 storm giants (4 with land linking, 1 with focus magic) + 4 djinn (4 with focus magic)
Melee Offense: 4 * (20-2)*20*1*1.65*1.25 + 1 * (18-2)*20*1*1.65*1.25 + 4 * (18-2)*20*1*1.98 = 6164
Ranged Offense: 4 * (18-2)*20*1*1.65*1.25 + 1 *(21-2)*20*1*1.65*1.25 + 4 * (18-2)*20*1*1.98 = 5958
Defense: 4 * 4*25*1*(9+2) + 1 * 4*25*1*(7+2) + 4 * 4*29*1*(8+2) = 9940
Magic:
Attack: (10*30 + 2*78) * (550/10/5) = 5016
Percent Attack: (10*30 + 2*12) * (550/10/100) = 178% of 5958 = 10605
Defense: (10*30 + 2*20) * (550/10/25) = 748
Total: Ranged 5016 (not affected by damage) + 16563, Melee 6164, Defense 9940+7480 = 17420
Comparison:
Hammerhand Total: Ranged 15382 (not affected by damage), Melee 14256, Defense 15341
Sorcery Total: Ranged 5016 (not affected by damage) + 16563, Melee 6164, Defense 9940+7480 = 17420
Sorcery ranged damage does not hurt hammerhand ranged value; therefore, hammerhands do an average of 8460 damage.
Therefore, Sorcery starts melee with ~8960 Defense, and 3170 Melee.
Hammerhands do 846 damage per round, reducing the sorcery ranged by ~800 each round. Therefore, over 10 rounds, Sorcery does ~11472 damage.
Therefore, Hammerhands start melee with ~3869 Defense, and 3595 Melee.
Therefore, Hammerhands should be losing almost every match, which is exactly what we see. (They would need to get about 2.5 times as high on every roll to win.)
The extra 100 spellcasting determined in the other spell thread really makes a big difference, taking this from Hammerhands virtually always winning, to Sorcery virtually always winning. 100 spellcasting is A Lot in strategic combat.
Conclusion: The strategic combat update seems to be working correctly.
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Without optimizing got 40 fame and 800 gold in July 1403. Elana did not show up until 1405 so I picked Theria first. If you create a couple of items early Elana can obliterate 9 ghouls stacks with holy word end enemy death wizard does not have much to counter it that early.
Gonna try again on master.
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Rushing 40 fame does not work on master. When surrounded by hyperagressive cheaters with double your production you can't afford early 1000 production spent on colosseums. It is better spent on halberdiers and beetles and settlers. Also getting 40 fame does not guarantee a good hero coming soon. Also in COM Paladin and Death Knight no longer have magic immunity.
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That sounds right. It's why I'd just go the summon champion route, and summon them (as in finish casting the first spell) in ~1405.
Not that I would ever play klackon on master.
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How do you get so much research that you can summon champions so fast?
Klackon is fine I guess. They have good early production and money, they have no WOW unit and no ranged units, but still fine.
April 19th, 2018, 11:19
(This post was last modified: April 19th, 2018, 11:24 by Nelphine.)
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Rune master, sage master, and 9 picks of retorts. (Myrran for rich dwarf, spellweaver for increased ability to actually get summon champion once you get it, warlord to boost heroes, tactician to boost hero's.)
Alternatively, go crazy treasure hunting, and find it that early (usually, you want a high book mono realm count, so that all rare spells are already in your spellbook, then hope to get lucky that it randomly picked summon champion as the one you found.)
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