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Strategic combat, further investigations

This was wrong.
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And this.
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Quote:defensive formula squares the number of the figures
It does? What kind of formula did you find and where?
CoM and 1.50 formula : 4*(4+defense)*total health, where total health is (health*figures-damage), like an undamaged swordsmen has 6*1=6.

Base game's formula is...similar, 3*(defense-2)*total health if defense>=3.

Neither or these will get you a weaker behemoth than a swordsmen of any level. (unless I remember the original behemoth wrong, but I'm pretty sure it had like 30 health and quite a lot of armor)
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no, I clearly made a mistake about your formula; i was assuming defense was defense*figures
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I'm sure its out there, but what is the damage formula for strategic combat? I recently lost a strategic battle where I had 6 war bears and a cockatrice, and my opponent had 6 ghouls. (This was in CoM though, do if you changed the spell power formulas, then his higher casting skill might have had a significant effect? Or the extra ranged rounds might have? I wouldn't expect the random variation to allow the ghouls to overcome my units who had more than twice the defense rating, and 1/3 more melee attack rating, even without the stoning ability.)
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(September 2nd, 2016, 16:02)Nelphine Wrote: I'm sure its out there, but what is the damage formula for strategic combat? I recently lost a strategic battle where I had 6 war bears and a cockatrice, and my opponent had 6 ghouls. (This was in CoM though, do if you changed the spell power formulas, then his higher casting skill might have had a significant effect? Or the extra ranged rounds might have? I wouldn't expect the random variation to allow the ghouls to overcome my units who had more than twice the defense rating, and 1/3 more melee attack rating, even without the stoning ability.)
Probably the casting power, luck, and the poison adding to the ghoul's attack power. And the ranged turns, too...

Damage dealt is Rnd(10)*Attack rating/100 per turn. This amount is subtracted from enemy defense rating, then an equal percentage is lost from both attack powers to simulate the lost units/figures. This goes on until either side reaches 0 defensive rating, the other is the winner. First 3, in CoM 10 (or 12? Not sure anymore) turns are ranged, all others are melee, unless obth armies have no ranged power remaining. In either phase only the appropriate type of attack matters. Spell power is applied in the first 3 turns.
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Hmm. My guess is its the ranged then. 10 turns to shoot without shooting back is a lot. Any room to make the number of ranged turns based on average movement speed?

I really need to sit down and simulate a battle and see what the numbers return.
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