Difference between revisions of "Damage Formula"

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(Damage Formula)
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'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * accuracy * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''
 
'''UnitR_Losses = Number_of_UnitA * UnitA_attack_power * accuracy * [[Damage Modifier|UnitA_damage_modifier]] * [[efficiency|UnitA_efficiency]] * (1 - ([[Damage Resistance|UnitR_resistance]]/100)) * [[Unit Abilities | UnitR_defensive_abilities]] / UnitR_hitpoints'''
  
*'''UnitA''' is the attacking unit<br>
+
*'''UnitA''' is the attacking unit
*'''UnitR''' is the unit receiving the attack<br>
+
*'''UnitR''' is the unit receiving the attack
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, unit abilities, enchantments, battle spells, the warlord hero, etc.<br>
+
*'''accuracy''' is Unit A's accuracy in attacking UnitR; base [[accuracy]] is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by [[Sun]] favor, unit abilities, enchantments, battle spells, the warlord hero, etc.
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used<br>
+
*'''UnitA_damage_modifier''' is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used
*'''UnitR_Defensive_Abilities''' would be unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together<br>
+
*'''UnitR_resistance''' is the resistance of UnitR to the attack type of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these two attack types is used
 +
*'''UnitR_Defensive_Abilities''' would be unit abilities like [[Healing_(Unit_Ability)|healing]] (0.7), [[scales]] (0.75), [[regeneration]] (0.8), [[charm]] (0.5), [[large shield]] (0.5), [[Weakness_To_Attacktype|weakness]] (2.0), etc., which would all be multiplied together
  
==Alternatve Version of Damage Formula==
+
==Alternate Version of Damage Formula==
 
Alternatively, this calculation can be broken up into intermediate parts...
 
Alternatively, this calculation can be broken up into intermediate parts...
  
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Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))<br>
 
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))<br>
 
'''UnitR_Losses = Attack/Defend'''
 
'''UnitR_Losses = Attack/Defend'''
 
 
  
 
=Examples=
 
=Examples=

Revision as of 23:13, 5 July 2016

The battle simulator feature is a decent method for inquiring how much damage one unit will do to another, or which units will win in a certain matchup or arrangement, but for the sake of precisely calculating damage dealt from one stack to another, the damage formula can be employed.


Damage Formula

UnitR_Losses = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency * (1 - (UnitR_resistance/100)) * UnitR_defensive_abilities / UnitR_hitpoints

  • UnitA is the attacking unit
  • UnitR is the unit receiving the attack
  • accuracy is Unit A's accuracy in attacking UnitR; base accuracy is 0.3 on defense and regular attacks and 0.2 on sieges, but often modified by Sun favor, unit abilities, enchantments, battle spells, the warlord hero, etc.
  • UnitA_damage_modifier is typically a random number between 0.2 and 0.8, but the average of 0.5 is usually used
  • UnitR_resistance is the resistance of UnitR to the attack type of UnitA's attack; if there is more than one attack type (e.g. FIRE BREATH), the average of these two attack types is used
  • UnitR_Defensive_Abilities would be unit abilities like healing (0.7), scales (0.75), regeneration (0.8), charm (0.5), large shield (0.5), weakness (2.0), etc., which would all be multiplied together

Alternate Version of Damage Formula

Alternatively, this calculation can be broken up into intermediate parts...

Attack = Number_of_UnitA * UnitA_attack_power * accuracy * UnitA_damage_modifier * UnitA_efficiency
Defend = UnitR_hitpoints / (1 - (UnitR_resistance/100))
UnitR_Losses = Attack/Defend

Examples

Regular Attack: 245 Water Elemental attacking Vampire

Vampire_Losses = 245 * 400,000 * 0.2 * 0.5 * 1.0 * 0.15 * 0.5 / 4500 = 163.3 => 163 dead Vampire