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Guide to the Fighting System

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Reckoning

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Post Sat Jul 10, 2010 5:18 am

Re: Guide to the Fighting System

Thanks, I'll add those points in.
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Cooby

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Post Mon Jul 12, 2010 10:01 pm

Re: Guide to the Fighting System

Great! An awesome guide. Gotta read it a few more times to digest. Lol
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Aurix

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Post Wed Jul 14, 2010 5:12 pm

Re: Guide to the Fighting System

Thank you, answered some key points I was unclear of.
S9
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Tait

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Post Thu Jul 15, 2010 1:50 am

Re: Guide to the Fighting System

I have some questions, if you don't mind.

[Q1] I know that upgrading tech on Attack, for example, adds 2% each level. But, is this cumulative or just a simple multiplication? Example to show what I mean:

Let's say I have a Catapult with a baseline 300 Attack level. I've upgraded Attack tech to level 4. There are 2 ways the added attack could potentially be figured out:

1) 2% for each level times the number of levels:
300 + (.02*300*4) = 324

or

2) 2% figured out after each level is earned:
((((300+(0.02*300)))+(((300+(0.02*300)))*0.02))+((((300+(0.02*300)))+(((300+(0.02*300)))*0.02))*0.02))+(((((300+(0.02*300)))+(((300+(0.02*300)))*0.02))+((((300+(0.02*300)))+(((300+(0.02*300)))*0.02))*0.02))*0.02) = 325

Yeah, small difference - but it adds up. Also, is this figured BEFORE or AFTER the Attack bonuses on the General tab are included? That would make a HUGE difference. Let's say my Attack bonus is 100 and I have full equipment (+45) for a total of 145. Here's what effect it would have if it's added BEFORE the tech or AFTER the tech:

BEFORE TECH BONUS
1) 2% for each level times the number of levels:
300 + 145 + (.02*(300+145)*4) = 481

or

2) 2% figured out after each level is earned:
((((485+(0.02*485)))+(((485+(0.02*485)))*0.02))+((((485+(0.02*485)))+(((485+(0.02*485)))*0.02))*0.02))+(((((485+(0.02*485)))+(((485+(0.02*485)))*0.02))+((((485+(0.02*485)))+(((485+(0.02*485)))*0.02))*0.02))*0.02) = 525

which is a bigger difference than before.

AFTER TECH BONUS
1) 2% for each level times the number of levels:
300 + (.02*300*4) = 324
324 + 145 = 469

or

2) 2% figured out after each level is earned:
((((300+(0.02*300)))+(((300+(0.02*300)))*0.02))+((((300+(0.02*300)))+(((300+(0.02*300)))*0.02))*0.02))+(((((300+(0.02*300)))+(((300+(0.02*300)))*0.02))+((((300+(0.02*300)))+(((300+(0.02*300)))*0.02))*0.02))*0.02) = 325
325 + 145 = 470

[Q2] How is the result of the attack figured out? Let's break it down to simplicities: Neither side has any upgraded techs and, for this argument, we'll assume that there are no skill points in GENERAL either. Just working with the base numbers, no sword, no defence upgrades - nothing. Let's say 1 lonely catapult is attacking one lonely infantry.

Infantry: 150 health, 75 attack, 75 defense, 25 range, 150 speed
Catapult: 450 health, 300 attack, 100 defense, 800 range, 50 speed

So, obviously the Catapult will be in range of the Infantry way before those poor foot soldiers arrive at the Cat to strike - obviously. But, what happens during that attack? The Catapult strikes with 300 attack points and hits the infantry. At that point, how does HEALTH and DEFENSE enter into the equation? Does the attack hit the DEFENSE first and only then start to chip away at the HEALTH points? Does the Tech upgrade for Defence only assist on the actual "defense" numbers, or does it also boost Health? Do all the Health and Defense points have to be exhausted for a unit to die, or just mostly exhausted?

Example: Catapult striking a Tower, level 1:
Catapult's 300 attack hits Turret which has 450 health and 200 defense. Which scenario happens?
(a) 300 attack wipes out 200 defense and Turret dies
(b) 300 attack wipes out 200 defense this round. 2nd round, wipes out 300 of the 450 health. 3rd round, the last 150 health and the Turret dies (assuming that the Cat is paused between 601 and 800 range since Turret level 1's range is 600 and Cat is 800)
(c) 300 attack gets 300 of the combined 650 (450 health + 200 defense) leaving 350. Round 2, wipes out another 300 leaving 50. Round 3, hits remaining 50 and turret perishes in ruins.
(d) 300 attack gets 300 of 450 health. Round 2, 150 more health. Round 3, 200 defense and turret goes away.

Or any other combo I missed.

Thanks for your input

Tait
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Reckoning

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Post Thu Jul 15, 2010 8:25 am

Re: Guide to the Fighting System

To question 1: it stacks up so that for your example of level 4 it would add 8% on, unless it works differently to the crop tech which I have checked for that and worked it out to work like that. I think this is similar to crop tech again as it adds crop oases there and then adds the tech so Id assume it does the same for attack.

Based on personal experience and the maths involved I believe it totals defence and health (with defence there as something you can boost rather than health being boostable) and then takes the attack out of that. This would explain how before I got my level 15 sword and upgraded tech the amount of cav killed by my cats was just under half the total cats as the total for cavs:
500+175 = 675.
My cats had slightly boosted attack through general so their attack was approximately 330.
675-330-330 = 15, so for every 22 cav weakened to this point 1 cat could finish them all off explaining the kill figures. I may be wrong but as there is no definitive explanation I know of and it is hard to work out precisely due to the similarity in figures of some possible combos thats the best I can do. Hopefully I will have access to a second ipod soon to research this as best I can. If i find an answer Ill post it here.
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gingtram

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Joined: Thu Jul 15, 2010 11:35 am

Post Thu Jul 15, 2010 11:37 am

Re: Guide to the Fighting System

So when u go out to fight you only bring infantry and cats? No cavs or archers?
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Reckoning

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Post Thu Jul 15, 2010 11:40 am

Re: Guide to the Fighting System

Personally, yes. I dont think cav or archers are worth it. There are those who disagree. As far as Im concern in terms of crop consumption inf beat cav for carrying res and archers dont have the range or strength to be worth making over cats. Its all up to you though.
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