OK, this thread is where I will investigate strategic combat a bit more, with examples and numbers. I'm making a new one because I play CoM, and don't want to confuse people who play insecticide or 1.51 or 1.31 with CoM numbers.
Basic formula:
(Unit melee attack - 2) x unit figures x 20 = unit melee attack rating. (if 2 rating, figures x10? if 1 rating, figures x 5? need seravy to confirm)
(Unit ranged attack -2) x unit figures x 20 = unit ranged attack rating. (if 2 rating, figures x10? if 1 rating, figures x 5? need seravy to confirm)
Unit health x unit figures x 5 x (unit defense +2) = unit defensive rating
10 rounds of ranged (or 0 if no ranged, or in between if damage kills all the ranged rating.)
Each round both sides use melee or ranged (never both). Damage is a random roll from 1-10 multiplied by appropriate attack rating/100. Damage reduces attack rating by the same percentage as percentage of life lost.
Some things grant modifiers (will add these in later).
+to hit: +33% attack rating per plus. Note that a unit starts with standard +3 to hit, so without other to hit bonuses only gets 99% of its attack rating.
+to defend: +33% defense rating per plus
Flame breath/Lightning Breath/Thrown: as melee attack
Doom or Illusion : *2 and skip the next two lines
Armor Piercing : *1.25
Eldritch Weapon : *1.25
Poison : +60*Figures
Life Steal : +100*Figures (+to hit does not apply to this)
Destruction : +150*Figures
Stoning Touch : +200*Figures
Death Touch : +200*Figures
First Strike : *1.25
Death Gaze, Stoning Gaze : +300
Multigaze : +1200
Note: spell ward applies the appropriate penalties to hit and to defend, but does NOT affect spellcasting (below) unlike a node which does cancel spellcasting of any realm not it's own.
Spell modifiers for having a wizard:
Nature : 78 Attack, 12 PercentATK, 20 Defense
Sorcery : 30 Attack, 30 PercdntATK, 30 Defense
Chaos : 150 Attack
Life : 30 PercentATK, 40 Defense
Death : 90 Attack, 20 Defense
Each "Attack" adds 1 attack power for each (mana spent*books owned*attack for realm)/5.
Each PercentageATK adds 1% of the existing attack power for each (mana spent*books owned*attack for realm)/20/5.
Each "Defense" adds 1 defensive power for each (mana spent*books owned*attack for realm)/5/5.
Additionally, when strategic combat happens, all units offense are added together and their defense are added together, to get a single super unit.;
The goal of my work. To see if the formula can be tweaked to more closely match tactical combat as right now death and sorcery are heavily penalized, as they rely in special abilities a lot.
First example:
Demon Lord with eternal night vs 3 elite Doom Drakes with magic weapons.
Demon Lord has 25 melee (no bonus from eternal night in strategic combat) 15 ranged 10 defense 35 health +3 to hit, life steal, lots of specials.
Total ratings:
Melee 1108. Ranged 716. Defense 1680.
Doom Drakes have 2 figures, 12 melee, 7 breath weapon, 7 defense 11 health, +1 to hit, some specials.
Total ratings:
Per unit: Melee 798, ranged 0, defense 792
Total for 3 units: Melee 2396. Ranged 0. Defense 2376.
However, note that when the AI is making decisions (overland or tactical), the units don't use defense and offense separately. Instead they are boiled down to a single number. Each unit takes offense * defense /8192, to get a final strategic rating. Then after the unit strategic rating is calculated, all the units in he stack are added together to determine the stack rating. Note that this is quite different than if all the offense were added, all defense added, then the totals multiplied by each other and then divided by 8192.
As above, the demon Lord gets a rating of (1108+716)*(1680)/8192.
The doom drakes get (798*792/8192) * 3 units.
Basic formula:
(Unit melee attack - 2) x unit figures x 20 = unit melee attack rating. (if 2 rating, figures x10? if 1 rating, figures x 5? need seravy to confirm)
(Unit ranged attack -2) x unit figures x 20 = unit ranged attack rating. (if 2 rating, figures x10? if 1 rating, figures x 5? need seravy to confirm)
Unit health x unit figures x 5 x (unit defense +2) = unit defensive rating
10 rounds of ranged (or 0 if no ranged, or in between if damage kills all the ranged rating.)
Each round both sides use melee or ranged (never both). Damage is a random roll from 1-10 multiplied by appropriate attack rating/100. Damage reduces attack rating by the same percentage as percentage of life lost.
Some things grant modifiers (will add these in later).
+to hit: +33% attack rating per plus. Note that a unit starts with standard +3 to hit, so without other to hit bonuses only gets 99% of its attack rating.
+to defend: +33% defense rating per plus
Flame breath/Lightning Breath/Thrown: as melee attack
Doom or Illusion : *2 and skip the next two lines
Armor Piercing : *1.25
Eldritch Weapon : *1.25
Poison : +60*Figures
Life Steal : +100*Figures (+to hit does not apply to this)
Destruction : +150*Figures
Stoning Touch : +200*Figures
Death Touch : +200*Figures
First Strike : *1.25
Death Gaze, Stoning Gaze : +300
Multigaze : +1200
Note: spell ward applies the appropriate penalties to hit and to defend, but does NOT affect spellcasting (below) unlike a node which does cancel spellcasting of any realm not it's own.
Spell modifiers for having a wizard:
Nature : 78 Attack, 12 PercentATK, 20 Defense
Sorcery : 30 Attack, 30 PercdntATK, 30 Defense
Chaos : 150 Attack
Life : 30 PercentATK, 40 Defense
Death : 90 Attack, 20 Defense
Each "Attack" adds 1 attack power for each (mana spent*books owned*attack for realm)/5.
Each PercentageATK adds 1% of the existing attack power for each (mana spent*books owned*attack for realm)/20/5.
Each "Defense" adds 1 defensive power for each (mana spent*books owned*attack for realm)/5/5.
Additionally, when strategic combat happens, all units offense are added together and their defense are added together, to get a single super unit.;
The goal of my work. To see if the formula can be tweaked to more closely match tactical combat as right now death and sorcery are heavily penalized, as they rely in special abilities a lot.
First example:
Demon Lord with eternal night vs 3 elite Doom Drakes with magic weapons.
Demon Lord has 25 melee (no bonus from eternal night in strategic combat) 15 ranged 10 defense 35 health +3 to hit, life steal, lots of specials.
Total ratings:
Melee 1108. Ranged 716. Defense 1680.
Doom Drakes have 2 figures, 12 melee, 7 breath weapon, 7 defense 11 health, +1 to hit, some specials.
Total ratings:
Per unit: Melee 798, ranged 0, defense 792
Total for 3 units: Melee 2396. Ranged 0. Defense 2376.
However, note that when the AI is making decisions (overland or tactical), the units don't use defense and offense separately. Instead they are boiled down to a single number. Each unit takes offense * defense /8192, to get a final strategic rating. Then after the unit strategic rating is calculated, all the units in he stack are added together to determine the stack rating. Note that this is quite different than if all the offense were added, all defense added, then the totals multiplied by each other and then divided by 8192.
As above, the demon Lord gets a rating of (1108+716)*(1680)/8192.
The doom drakes get (798*792/8192) * 3 units.