Thema: health modifiers (stable)

example combat:

defender has 40% health bonus from defense towers.
attacker on attack has 70 honor.

2 regiments of same kind fight. each kills same amount of units. how come? units in one regiment should have 140% hp and in other 70%. one regiment should be killing opponent's units twice as fast.

Re: health modifiers (stable)

Terrain, weapons, number of troops, number IN troops, who they fight. Lots of things.

The easy part was getting the brain out! The hard part was getting the brain out

Re: health modifiers (stable)

both regiments are obviously in the same type of terrain if they were fighting with each other. number of troops doesnt matter above 10 since only 10 soldiers fight. both regiments were same type.

Re: health modifiers (stable)

luck factor?

Stable didn't last, goodbye Dolumar.
mods can delete this account if they want to, maybe they'll do something usefull for once.

Re: health modifiers (stable)

luck factor? what luck factor? is even damage done in fight random now?
according to rules soldiers in one regiment should have 70% hp, in other 140% hp. but somehow both had only 100%.

anyway, i was just attacked on speed by some guy on the other side of the map using portals. from village with 5000 networth he came with over 900 swordsmen and 250 knights within 1 hour, while my troops were still returning from raid on nearby village. he destroyed couple of buildings, and set off with 16 runes. so much for "persistent" browser game, eh?

its not persistent game (check dictionary for persistent), it takes ages to build anything up and you can lose it in minutes. combat system is idiotic, resource system without proper design. im done with this game, bye

Zuletzt bearbeitet von cleesan (2010-03-06 15:45:14)

Re: health modifiers (stable)

"another one bites the dust"

Funny how people write in one post that they are okay with attacking and at the same time they can't take a 17 runes loss.

Your village is 38100% bigger than the defending village. You will probably lose 90 honour by attacking this village. If someone of your clan attacked this village earlier, every clan member will lose honour.

Re: health modifiers (stable)

where did i write im okay with attacking?

first i did write in other posts that im not okay with this random combat system
in this topic i gave example situation in which i was attacked and lost because somehow health modifiers werent applied
and now i got attacked by some teleporting guy who can enter my village within 1h even tho hes on the other side of the map.
this 17 rune loss is not a problem, i have lost runes few times. problem is that this game is too random and its NOT persistent at all.

how can you call a game persistent when you can lose almost everything within few attacks? a game where you can be attacked within 1-2 hours no matter how far away your opponent is? he could as well attack me 4 times while i was sleeping.

and dev saying he doesnt like too much randomness in a game - hello combat system on speed? weird formation system and lack of control over it (oh yes, pretty fun when you almost bring a regiment to 50% health to make it run away and then suddenly your regiment changes target cause other one ran away, leaving primary target with 55% hp happily attacking till the end of combat). add to it unclear game rules.

i was playing this game for 2 or 3 months and still i dont understand how some things work. i was pretty lucky with my peaceful start on stable. but imagine new players starting game - how confused they are and how their villages are destroyed after week of playing? yes, very persistent game... now have fun looking for new players that you can farm

Re: health modifiers (stable)

So what your saying is, You had a regiment  go up against a mirrored image of yours, same number, type, equipment, everything about the two were exactly the same except for the defense tower bonuses and the honor? I doubt that's a very common occurrence.

The easy part was getting the brain out! The hard part was getting the brain out

Re: health modifiers (stable)

i still think it's the luck factor, only the regiment with 140% health was very unlucky and ran after 1 round fighting, while the other was very lucky and could stay untill the end of the battle
i don't think there is any other explanation

Stable didn't last, goodbye Dolumar.
mods can delete this account if they want to, maybe they'll do something usefull for once.

10

Re: health modifiers (stable)

one regiment (70% health had 600 soldiers) and the other 200. they were beating each other for at least 10 rounds with same number of kills in each round. it was on stable so regiments didnt run until 50%

Re: health modifiers (stable)

in that case it depends on how much damage is inflicted each round. were the troops of the same type?

Stable didn't last, goodbye Dolumar.
mods can delete this account if they want to, maybe they'll do something usefull for once.

12

Re: health modifiers (stable)

just read earlier posts, im not into repeating same thing for 3rd time.

Re: health modifiers (stable)

oh, i thought you were talking about a new attack tongue
if the amount of troops is that big, the luck factor is not that big anymore... did this battle really happen or is it just a situation you make up? if it isn't, you are right that it's not normal... the 70%regiment should shrink way faster than the 140% one...

Stable didn't last, goodbye Dolumar.
mods can delete this account if they want to, maybe they'll do something usefull for once.

14

Re: health modifiers (stable)

battle really did happen. i could understand honor modifier not being applied. maybe only on speed honor is modified before battle. but defense towers?

15

Re: health modifiers (stable)

70% health or not 3 to 1 is grim odds.

The easy part was getting the brain out! The hard part was getting the brain out

Re: health modifiers (stable)

true, the 140% regiment needs to kill at least 60 enemies before they can run away, and the 70% regiment only has to kill 20, but if honor and defence towers are applied the 140% regiment should kill 2x as fast, but in this situation they go at the same speed...
let's say both armies cause 5 damage each round, after 4 rounds both sides have lost 20 men. from then on, the 140% army has a 50% chance of fleeing, while the other regiment can stay at least 8 more rounds...
now, let's look at the situation as it should be: if the weaker regiment causes 5 damage, the other kills 10. after 4 rounds, again the 140% regiment lost 20 units and can run from then on, while the other only lost 40 units and can stay at least 2 more rounds...
but in battle, the number of kills depends on each round so it can't be 100% certain, except if your army is at least 5 times bigger...
this is how i think it is, and if i'm wrong, please correct me tongue

Stable didn't last, goodbye Dolumar.
mods can delete this account if they want to, maybe they'll do something usefull for once.

17

Re: health modifiers (stable)

its on stable, not on speed. on stable regiments run after reaching 50% hp, not 90%. throughout the fight there were a few same regiment pairs fighting with each other in different terrain types.

in forest regiments on both sides were killing 6-7 soldiers in each turn. in plains it was 10-11 soldiers. battle was really long so theres no chance of lucky planets alignment causing one side to hit harder once

Re: health modifiers (stable)

oh, well in that case...
forest:
140% regiment has lost 100 units after about 14 turns
70% regiment has lost 300 units after about 40-50 turns?
plains:
140% regiment has lost 100 units after about 10 turns
70% regiment has lost 300 units after about 30 turns
but still it's weird that they die at the same speed...

Stable didn't last, goodbye Dolumar.
mods can delete this account if they want to, maybe they'll do something usefull for once.

Re: health modifiers (stable)

maybe spell or something?

Stable didn't last, goodbye Dolumar.
mods can delete this account if they want to, maybe they'll do something usefull for once.

20

Re: health modifiers (stable)

On stable there is no 'luck' factor, there are not spells that modify health.  I am not 100% if honor is applied before an attack or not though.

To the best of my knowledge terrain does nothing yet on any server.


Would you mind posting the battle report?

Zuletzt bearbeitet von DoomPope (2010-03-08 21:37:26)

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

21

Re: health modifiers (stable)

battle lasted over 2 hours and i deleted accounts anyway. but it was like

A kills 6 units from B (600 spearmen)
B kills 7 units from A (200 spearmen)
A kills 6 units from B (594 spearmen)
B kills 6 units from A (193 spearmen)

and so on...