Fist of all, thank you for this post.
A lot of it has come as quite a revelation to me.
Now, are these numbers mostly a result of your personal testing or do they come from the combat sim?
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Really great work guys. Thanks from us dummys.
I verified timing on quite a few combinations personally, after that it was mostly sampling sim checks. And there could be other factors involved behind the scenes that cannot really be observed, but I think this should be pretty close. And I only personally verified results against regular camps and Witch Towers, Dark Castles and White Castles. I did not check the numbers versus the Watchtowers and Reinforced.
I am very confident that the unit type only needs to be 'represented' to contribute to the building destruction, and that Cannons deal double their Damage.
Asipak's numbers also seem to assume Archers (Bowmen, Longbowman and Crossbowman) get an accuracy bonus for attacking a Tower (I had always assumed the bonus only applied to the units within the tower) so that they would always hit for their max damage. I have NOT verified if this is correct... so if you are seeing longer actual destruction times when using Archers then Asipak's Sim is indicating, this might be the reason.
Definately test the different scenerios yourself, but you should have a good starting point now.
seams the longest battles are against archer tower which are wiped out buy calv. in the first round, go figure
Yea, no doubt.
As far as Asipak is concerned, it seems like he's following a similar concept to what you have described.
But his numbers are really hard to judge, since we haven't seen the actual math behind them.
Although I can say with confidence that those numbers are off, I have absolutely no idea where the errors are.
On a side note, I find it extremely strange that BB wouldn't just release this information.
What are they afraid of, that we block too many camps?
Who cares if its an undocumented feature?
Who cares if it didn't exactly turn out the way it was planned?
It's a good thing, it makes the game more interesting, so suck it up and embrace it!
Nothing to add here. It's completely correct.
That isn't correct. Why do you think so?Quote:
Asipak's numbers also seem to assume Archers (Bowmen, Longbowman and Crossbowman) get an accuracy bonus for attacking a Tower (I had always assumed the bonus only applied to the units within the tower) so that they would always hit for their max damage. I have NOT verified if this is correct...
I think this has to do with something he and I were discussing yesterday. We were discussing the upper right dark castle on BK and a combination he had that did not seem to calc out the same for destruction time as the sim.
The combination was 1r 22m 1s 1c 110b 1lb 114a
Link for sim results:
http://settlersonlinesimulator.com/d...=15#sim-result
The sim shows 5-6 rounds for distruction but if you manually add the hit points for all the troop types per round as follows:
recruit = 15 - 30 hit
militia = 20 - 40 hit
soldier = 20 - 40 hit
calv = 5 - 10 hit
bow = 20 - 40 hit
lbow = 30 - 60 hit
xbow = 45 - 90 hit
gen = 120 hit
You get - Hit point range per round = 275 - 430
If a Dark Castle takes 2000 hit points for destruction then
Min Destruction Rounds = 2000 / 430 hit per round = 4.65 = 5 rnds (which sim has)
Max Destruction Rounds = 2000 / 275 hit per round = 7.27 = 8 rnds (sim shows 6 instead of 8)
I'm hoping my above info of 2k and hit point valuations is correct but I believe the question here is the sim showing range of 5-6 destruction rounds rather than 5-8 rnds etc.
So do the Bow, Lbow and Xbow minimum hit points get a bonus each round against castles etc? If so, and the mins doubled, that would add 95 hit points to each round causing the max number of destruction rounds to be 6 as the sim states.
I think that is the question and point because I believe he saw the destruction of the Dark Castle take longer than the max of 6 rounds that the sim shows.
So the bottom line is either my info somewhere is flawed or it's something else.
Because it was a possible explaination as to why your min-max calculations were not coinciding with mine when I was trying figure out why an example I had with Archers in the mix did not seem to jive with yours. But since then I started looking at other examples and your results are not matching with what I was expecting, so I am now assuming some of my basic assumptions must be incorrect.
For example: If I calculate a Tower destruction with a Garrison of all soldiers, with the assumptions I made, I have to following:
Each round I would do the following in dmg to the building:
Soldier type (20-40)
General (120)
So I am looking at 140-160 in damage each round.
Your sim indicates a range of 13-14 rounds to destroy the tower.
However, if I fail on my accuracy rolls everytime, I only get 14 * 140 damage for a total of 1960 in damage which would mean it would take another round to take out the tower IF 2000 is the correct amount of Health and my expected damage per round is correct.
So my question is: for your sim, what is your expected damage per unit type? What is the amount of Health you are using for the tower?
I certainly didn't do enough self tests to be absolutely confident in my assumptions, so I would love to know what numbers your are using for your sim, as well how you determined them.
Please calc the average damage of your units.
implies that you will have 8 rounds with the worst case. That's very unlikely.Code:2000 / 275
[edit]
Okay, you've edited your posting, but the meaning is the same. You've anticipated the worst case.
Ahhh... sorry, it's another posting.
Your values are correct.Quote:
What is the amount of Health you are using for the tower?
I'm off now. I'll answer later or tomorrow.