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AuthorTopic : Attack/Defence/Damage/What not.
Swifty
Joined 25/01/2003
Posts : 1

Posted : Sunday, 14 August 2005 - 18:54

Okay, i'm a little confused with the whole attack/defence, etc thing. Somebody mind explaining it?

Following on with that, say I have (well, actually, I do have one) a commandeer unit of 54 men with 35 (+32) attack, a defense of 5 (no add-ons), a damage of 1-2 (54-108) and a health of 12/12 (648) with 100% battlepoints. Would attacking a renegade army of 53 cavalry who have 7 (+2) attack, 8 defense (again, no add-ons) who deal 4-6 damage (212-318) and 13/26 hp (1365) be wise?

Judging by my attack, it'd seem to me it'd be a good idea. Although as I don't know what it effects, nor how the attack/def/etc system works, i'd rather not take the gamble.


Thanks in advance for any assistance you may offer.

TaurusRex Gold Member
Joined 14/06/2002
Posts : 3595

Posted : Sunday, 14 August 2005 - 19:34

No it would not be a good idea to attack with a commandeer unless a first attack has been made by a more appropriate unit to absorb the retaliation of the "renegade calvary".
Someone else will have to explain all the details because I only understand enough to have a proper idea of how to use the units, but you have to understand about the combat system that is used.

RPS stands for rock, paper, scissors and spearmen, pikemen and macemen are considered rock units that break scissor units like scouts and other horse units, but swordsmen, squires and knights are considered paper units that wrap rock units;
So it would be best to attack a scout and/or also a "renegade calvary" army which is also a horse army with a rock unit.

A commandeer is considered to be a neutral unit whose attack works better at takeovers of buildings, repair and construction, but he also gives a bonus to the attack of units that he is near.

*(edit)*
was to refer to a "renegade calvary" as the author of the thread first described the scenario instead of a scout as I described. Sorry for the confusion but a "renegade cavalry" is still considered a horse army and a scissor unit that is best first attacked by a rock unit.

TR

Last Edited : Monday, 15 August 2005 - 02:16

TaurusRex Gold Member
Joined 14/06/2002
Posts : 3595

Posted : Monday, 15 August 2005 - 02:19

PS:
Please see *(edit)* above:

TR

Mog Gold Member
Joined 5/02/2004
Posts : 2663

Posted : Monday, 15 August 2005 - 03:43

Take a look at the combat simulator. There is a link to it on the Site Map section of the game, scroll down to the green bar at the bottom of the main page.


Under the conditions you specify, you would lose 21 comms to 2 renegades. Not a good outcome!

gueritol Gold Member
Joined 7/02/2003
Posts : 2470

Posted : Monday, 15 August 2005 - 11:50

For Ranged:

Basically there are 5 stages to the attack sequence (the sequence the game does it might not be the same but the steps are) and we're assuming that the stack is within range.

[1]
First the raw damage to be inflicted is calculated as it is the melee step [1].

[2]
The attack modifier is calculated as step [2] of melee attack.

[3]
Special modifier are taken into account. Like the Ballista 2% stack modifier.
Also the troop of the day modifier will go here.

[4]
The range modifier is taken into account for all stacks. There are two exceptions, Marksman are not affected by range, but are by melee, and Arbelestiers are affected by range, but not by melee. The rest (Archers and Ballistas) are affected by range and melee.
Basically if the range is 1 then the stack is attacking melee and there is a 70% attack penalty.
If the range is 2 to 3 there is 0% attack penalty.
Then every additional hex of distance (of course up to maximum range) there is a 5% attack penalty addition. So for an attack of range 7 there is an attack penalty of 20%

[5]
The net damage is calculated by multipliying the raw damage by the RSP modifier plus the attack range penalty and then adding the raw damage.

The number of troops that die is the division of the net damage over the defenders Hit Points (HP).

Experience if calculated by multiplying the number of troops that died by that stack experience divided by half.

Retaliation is done the same way but now the defenders becomes the attacker and the attacker becomes the defender, taking into account the ability of the defender to defend itself, that is not being attacked by Knights, and having enough Defense Points (DP%), and being within the range of the stack.

gueritol Gold Member
Joined 7/02/2003
Posts : 2470

Posted : Monday, 15 August 2005 - 11:51

For Melee:

Basically there are 5 stages to the attack sequence (the sequence the game does it might not be the same, but the steps are)

[1]
First the raw damage to be inflicted is calculated, this is done by multiplying the stack size by the Battle Points% (BP%).
Then we calculate the range of the damage which is the minimum damage (nD) of the stack plus a random number from 0 to the difference of maximum damage (xD) minus minimum damage, this effectibly gives a numer that is from nD to xD.
This random number is multiplied by the first calculated number and it will be the raw damage.

[2]
Second is the calculation of the Rock-Paper-Scissors (RPS) modifier.
If the attack is R->S, S->P, P->R then there is a plus 30% to the attack.
If the attack is R->P, S->R, P->S then there is a minus 30% to the attack.

[3]
The attack modifier of the attacker is compared against the defend modifier of the defender.
If the attack modifier is higher than the defense modifier, then the difference is doubled, if is lower is left as is.
This number is divided over 100 to make it a % value.

[4]
Special modifier are taken into account. Like the 50% chance of Heavy Cavalry of doing maximum damage, like the 50% chance of the Falchioniers of doing 50% extra damage, etc.
Also the troop of the day modifier will go here.

[5]
The net damage is calculated by multipliying the raw damage by the RSP modifier plus the attack modifier and then adding the raw damage.

The number of troops that die is the division of the net damage over the defenders Hit Points (HP).

Experience if calculated by multiplying the number of troops that died by that stack experience.

Retaliation is done the same way but now the defenders becomes the attacker and the attacker becomes the defender, taking into account the ability of the defender to defend itself, that is not being attacked by Knights, and having enough Defense Points (DP%)


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