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 Post subject: Re: Damage distribution
PostPosted: Tue Jan 06, 2015 4:55 pm 
Frostguard
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Joined: Fri Feb 21, 2014 9:15 am
Posts: 185
So - finally, here I am!

Let me go through the calculations on my own:

CAMP DEFENDERS:
108 Warlocks (x 285 FIRE dmg) = 30 780 FIRE
151 Ice Fiends (x 200 COLD dmg) = 30 200 COLD
241 Wolf Riders (x 125 PHYSICAL dmg) = 30 125 PHYS

Total damage dealt by enemy troops: 91 105


YOUR TOTAL UPKEEP: 3983
UPKEEP OF ICE FIENDS: 135 (3,38940 % of the total upkeep at your disposal)

Which means that your ICE FIENDS will receive 3,389 part of each of the damage type dealt to you by enemies.

That makes...
1043 DMG for FIRE
1023,47 DMG for COLD
1020, 93 DMG for PHYS

Basic HP for ICE FIEND is 650.

Your HP BONUSES:
SPIKES UPGRADE RESEARCHED: 890
+115 % From the HERO

TOTAL HP OF YOUR ICE FIENDS: 890 x 2,15 = 1913,5

Now, we have to calculate each of that separately, since you have different resists.

FIRE
Fire resist bonus: + 30 %

1043 (fire dmg from enemies)

total fire damage dealt by enemy * (100/100 + resist)
1043 * (100/100 + 30) = 1043 * 0,76 = 802 (fire damage recieved)


COLD
Cold resist Bonus: + 56%
Special ability: cca 3

total cold damage dealt by enemy * (100/100 + resist)
1023 * (100/100 + 59) = 1023 * 0,62 = 643


PHYS (NORMAL)

Normal Resist bonus:

- Frostskin 38
- Hero Bonus: +81%
TOTAL PHYS RESIST: 119


total phys damage dealt by enemy * (100/100 + resist)
1020 * (100/100 + 119) = 1020 * 0,45 = 465 (phys damage received)

Now, to sum all the different damages:

802 (fire) + 643 (cold) + 465 (phy) = 1910

1910/1913 = 0,99 of dead units = 0 DEAD UNITS

So, in reality, my calculations are coming to the same conclusion - the unit should not have died. BUT, the result is very very close (0,99 vs. 1), which can be due to the roundings of the numbers, which we are unsure how they work.

Does this make sense to you? I really have to run now, but I will come back tomorrow morning, waiting for all your questions, doubts or complaints about what you see here. ;)

Thanks again for your patience! It took me a while to steal someone´s time to check my calculations. ;)

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 Post subject: Re: Damage distribution
PostPosted: Wed Jan 07, 2015 7:50 am 
Axe Warrior
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Joined: Thu Sep 25, 2014 5:53 pm
Posts: 12
Hi Bea,

Thanks for having taken the time for calculations...

There is a point I don't understand very well, maybe you can explain...

Quote:
COLD
Cold resist Bonus: + 56%
Special ability: cca 3

total cold damage dealt by enemy * (100/100 + resist)
1023 * (100/100 + 59) = 1023 * 0,62 = 643

I am not an English Native Speaker so maybe this is why I don't understand...

What is "cca" ? Is this the upgrade costing 15 runes at once to give frost resist to all your allies troops ?

The frost friend has a cold resist ability (basic is 30 + 4 per search level in laboratory). Where does this resist appear in your calculations ?


I have a side question... What is the upkeep for changelins ?
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 Post subject: Re: Damage distribution
PostPosted: Wed Jan 07, 2015 8:29 am 
Frostguard
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Joined: Fri Feb 21, 2014 9:15 am
Posts: 185
Hello,

I am sorry for the "cca," maybe they do not use it in English after all. I meant "approximately." ;) And yes, I was referring to the special unit upgrade you are referring to, as well.

As for the cold resist - Ice Fiends have physical resistance which you can upgrade, not cold one:

See:
Image

What they do have is the cold damage, but the basic resistance is physical, so it is included in the Normal Resist bonus. ;)

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 Post subject: Re: Damage distribution
PostPosted: Wed Jan 07, 2015 9:12 am 
Frostguard
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Joined: Fri Feb 21, 2014 9:15 am
Posts: 185
Oh, I have noticed the side question just now, sorry. :)

For the battle calculations, Changelings have upkeep of 16.

(Flamekins 10 and Frostguards 12)

;)

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 Post subject: Re: Damage distribution
PostPosted: Mon Jan 12, 2015 6:07 pm 
Archer
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Joined: Fri Dec 05, 2014 10:39 am
Posts: 5
Bea Révayová wrote:
BUT, the result is very very close (0,99 vs. 1), which can be due to the roundings of the numbers, which we are unsure how they work.
Hello Bea,

I'm sorry, but this is not an acceptable answer, or is it? Scripts should not work in an unknown fashion. :-) Yes, the numbers are close, so I already assumed that there is some kind of rounding going on here. The point is, how does the combat script round? Wikipediea knows a number of different rounding methods and hopefully yours is one of them? ;) If I were to know that, than I can take it into account into my simulations.

I don't want to patronise you or your team with regards to coding paradigms, but rounding should never be done except for presentation. If the result would be 0.99999999994 % damage to the unit, it is still less than 100 %. Of course, this is limited by the used program language/libraries, because there is only this much precision possible and for a task this frequent as combat calculations, we don't want to spend too much ressources on it... Anyway, may I ask you again to shed light on what is happening here? The mystery remains unsolved for now. :-)

Thank you for your time!

Birgit aka nussi
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 Post subject: Re: Damage distribution
PostPosted: Tue Jan 13, 2015 9:43 am 
Frostguard
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Joined: Fri Feb 21, 2014 9:15 am
Posts: 185
Let me quote Tear here:

Image

:D

By "we" (not knowing the rounding) I meant Tear and me, of course, not the programmers who would be able to read the code. ;) The thing is there are different roundings with different attributes, so to answer you question, we would have to steal the programmer from his job for one day, to go through the 5000 rows of code (maybe more, since that is just the basic battle calculations)! That is why me and Zuzka both hoped the basic orientation will be enough. ;)

We can surely do it if there will be less busy period for our server programmers, but now it is not the moment I am afraid. I would check it, but my IT knowledge is not enough to read the code on my own.

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 Post subject: Re: Damage distribution
PostPosted: Thu Jan 15, 2015 3:37 am 
Necromancer
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Joined: Tue Nov 25, 2014 3:28 am
Posts: 65
I found with my calculations that I regularly lost troops with around 99% and above. So I took this into account and insured that I was never receiving more than 99%. I know it doesn't answer the question, but it does solve the problem. :D
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 Post subject: Re: Damage distribution
PostPosted: Thu Jan 15, 2015 9:28 am 
Frostguard
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Joined: Fri Feb 21, 2014 9:15 am
Posts: 185
Yes, I also make the calculations within a small "safety area." :)

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 Post subject: Re: Damage distribution
PostPosted: Fri Jun 17, 2016 8:51 pm 
Skeleton
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Joined: Fri Jun 17, 2016 8:26 pm
Posts: 2
hi can you help me ?? :D

camp defenders :
-117 warlock (x285 fire dmg) = 32875 fire
-165 ice fiend (x225 ice dmg ) = 37125 ice
-263 wolf riders (x125normal dmg) = 33345 normal

my total upkeep: 4125
chimera upkeep: 1400 (33,9393 of total upkeep )

wich mean :
328.75 * 34 =11 177,5 fire
371.25 * 34 =12 622,5 ice
333.45 * 34 =11 337,3 normal

chimera hp
10 500 hp
82% hp hero bonus

total hp : 10 500 * 1,82 = 19 110

fire resist: 73% + 30% chimera rezist
11 177.5*(100/100+73+30)= 11 177.5*0,492 = 5506,15

ice resist: 53%
12 622,5*(100/100+53)= 12 622,5*0,653 = 8250

noram resist 54%
11 337,3*(100/100+54)=11 337,3*0,649 = 7361,883

together its : 21 118,33

so chimera hp was 19 100 / 21 118 = 1 chimera die :D
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 Post subject: Re: Damage distribution
PostPosted: Mon Jun 20, 2016 8:59 am 
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And what is your question? ;)

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