War Formulas from the Ronin Assassins
Written by Arathorn, edited by Ninarx
Hello all. The following is basically all of the confirmed useful basic war formulas that the Ronin Assassins have found. For a little background on Ronin, we've basically been one of the prime war guilds on apprentice since AM days, and while it's debateable whether we wrote the book on app war or not, it's certain that we sold the most copies. In the Ronin Assassins, we've always just been about having fun and supporting all members in whatever ways they enjoy playing the game. Many of us found in TR that we enjoyed trying to uncover game formulas, so we started just started digging and plugging away at stuff.
Lately it's getting harder and harder to not admit for most of us that the general level of competition is just not there anymore. We've maintained a high level of growth in skill and tactics since AM (even with a heavily changing member base), and it's simply not happening for many other guilds. So at this point we feel that it will be good for the community overall to release this stuff to the public to try to help raise the bar on the level of competition.
Now some of these formulas may be (and probably are) known by other guilds out there. But we feel that these should be available to anyone who wants them, to be able to compete on a more equal footing. Now I wouldn't be as foolish to say that everyone will do better in war knowing some game formulas. On the contrary, loads of great war players do not care about formulas at all and play by "feel" alone. But some people can make great use out of formulas, and anyone can benefit from at least having access to them. We leave it up to you to make as much of the following formulas as you please.
I'd also like to thank Rifters of Matter and Dead Men Walking who helped contribute to some of the following findings.
Contents
DISCLAIMER
This post contains straight up game formulas. If you're like many of us and really enjoy figuring out these sort of things on your own or with friends and guildmates, perhaps this thread is not for you. We'll simply give you the fish, you can decide if you want to learn to fish or not.
Stealing a Fort
Unfortunately, this is one of the most important formulas, but seems to be the toughest to figure out. Currently this is still unknown, and the most recent discussion on it was brought public already here.
However, for general purposes in the normal catfishing range (1k-2k)where minimum troop number for fort steal is an issue, we have narrowed the gap down significantly to a good estimate figure.
On siege
Surviving troops needed to steal a fort = 1.125 * (target's land)
Destroying Extra Forts
On siege
Troops needed to destroy X extra forts = X * 50 * (target's land) / (target's forts)
rounded up to the nearest 50.
max X = rounddown( target's forts / 10 )
By 'extra forts', I mean the extra forts after the initial stolen fort. Since the max land you can take on a siege is 10%, there is a maximum number of extra forts you can destroy, based on how many they currently have:
0-9: you can't destroy any extras 10-19: 1 extra 20-29: 2 extra 30-39: 3 extra etc.
Taking Maximum Land
On siege
Troops needed to take max(10%) land: 5 * (target's land)
On regular
Troops needed to take max(5%) land: 2.5 * (target's land)
Stealing an Item with Pillage
Troops needed to steal an item on a successful pillage = 50 * (target's land) / (power rank of unit used)
Resources taken through Pillage
% Pop stolen = (1/6) * % of farms destroyed
% Pop killed = (1/3) * % of farms destroyed
% Gold stolen = (1/5) * % of towns destroyed
Buildings destroyed through Pillage
X = .005 * NP of troops sent / target's land
(maximum X value is 1...basically it marks the portion of each building type destroyed).
Farms burned = round_down(X * 60) Towns burned = round_down(X * 25) Workshops burned = round_down(X * 10) Guilds burned = round_down(X * 5)
Here you can easily see that if you want a full pillage, you need to use 200 * target's land as the NP of your stack. If you desire to only burn a portion of a full pillage, scale down your NP accordingly. As well, you can see that the maximum number of farms you can destroy in a pillage is 60, towns 25, etc.
Pillage Protection
After a mage has had 10% of their acres razed by pillages he or she enters pillage protection.
Dispelling offensive enchantments
Unfortunately, this is the only other thing that we aren't really sure on. The following formula is pretty much the best rule of thumb value for fairly reliable dispelling that many people use, or they use their favorite slight variation of it:
dispel cost = encyclopedia casting cost of the enchantment * (enemy's SL / your SL)
Keep in mind that when confuse is on you, things may change quite a bit, still not quite sure how the mechanics work though.
However, new research on dispelling may be leading us to believe that this may end up being shown as simply superstition. Stuff like dispelling confuse with 0 mp reasonably consistantly, etc. Time will tell.