CTDXXX Joined 11/19/2001 Posts : 5842
| Posted : Thursday, February 13, 2003 - 15:09 Good - Lecture 2 follows very soon :-) In about 15 minutes or so, as soon as I've caught up with all the forum posts and typed out the 'lecture' :-) |
CTDXXX Joined 11/19/2001 Posts : 5842
| Posted : Thursday, April 10, 2003 - 20:59 Update:
This stuff is even more important than ever now. Suffice to say that if you don't learn it at all, you will be soundly thrashed. But it is fairly easy to grasp, fortunately  |
gueritol Joined 2/7/2003 Posts : 3940
| Posted : Tuesday, August 26, 2003 - 03:00 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%)
Last Edited : Thursday, November 4, 2004 - 15:33 | Sir Derrin Joined 4/25/2006 Posts : 97
| Posted : Friday, June 2, 2006 - 21:16 As a certified newbie I will say thanks! | | dave bassett england man Joined 9/1/2006 Posts : 9
| Posted : Sunday, October 22, 2006 - 08:51 In gueritol's example what BP% would the defending unit get? Is it the actual BP number of the defending unit or does the defending unit always get 100% BP. You cant see the defending units BP.
My question is this. Im i better waiting until my attacking bp is 100%. Or attacking ASAP with units of say 50% bp. | | BloodBaron666 Joined 4/1/2003 Posts : 686
| Posted : Monday, November 5, 2007 - 00:30 sorry, these posts are very out of date: the game no longer uses a bp system. | | gueritol Joined 2/7/2003 Posts : 3940
| Posted : Monday, November 5, 2007 - 02:19 That would be 100% always! | | Oleg The Wise Joined 5/23/2008 Posts : 11
| Posted : Friday, May 23, 2008 - 16:16 This is very helpful - thank you to the creator of this guide.
Oleg The Wise | |
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