Study on t3 viability
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Topic: Study on t3 viability
Posted By: geofrey
Subject: Study on t3 viability
Date Posted: 27 Feb 2013 at 19:45
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I wanted to publicly display some of the number crunching I've been doing regarding the T3 gear and how effective it is. I'll be posting a few examples in this thread of optimal build outs, the cost, and what it gets you in the end.
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Replies:
Posted By: geofrey
Date Posted: 27 Feb 2013 at 20:18
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Cavalry are the strongest attacking force in the game on any terrain. As a result every alliance has a stockpile of Cavalry. But what can we do to stop an oncoming wave of mounted troops? The new gear offers some bonuses that at first glance appear to be very enticing.
- Weapon of choice: the cav defense category of weapons, either pike, bow, or sword. with it's +16% cavalry defense is the strongest anti-cavalry t3 weapon.
- Armour of choice: For maximum cavalry defense the choices are either Reinforced leather, or Dwarven Champion's Plate armor. Both give you +24% defense against Cavalry, however the Dwarven plate only gives you that bonus on hills and currently no one has a clue how to build it. Leaving the Reinforced Leather as our best and most economical choice.
- For mounts, the Nimble Horse gives the greatest boost to defenses with 24% all around.
So this gives us any weapon we want, leather armour, and a horse that is only good for cavalry. So we must find a unit that can wear this gear.
The absolute best way to maximize our stat increase against cavalry is to use cavalry to defend. The highest stat cavalry that can equip this gear is the Charioteer (human tier 1 cavalry). Since we are using cavalry, the best way to maximize our stat increase is to utilize the Elite Division bonus.
Now lets do some math:
Pike = +16% Reinforced Leather = +24% Nimble Horse = +24%
grand total = + 64%
Now X2 for the Elite bonus and we get = +128% defense vs Cavalry. Wow over 100% that's HUGE!
But now we must apply this massive bonus to our units. Since we are using elite bonuses to maximize efficiency of gear, we can only apply this to 60 charioteers + 1 commander who also will be a charioteer.
1 charioteer has a defense vs cavalry of 21. 21 X 60 = 1260 defense vs cavalry
But wait! The commander's defense also gets added. The maximum defense a charioteer commander has is 1281
Lets add them together:
1260 + 1281 = 2541 So that's our elite division's regular defense vs cavalry. Now we get to add our bonuses!
All of our stats come up to 128%. But if we have leveled our Charioteer commander correctly, we would have another 15% commander bonus. Giving us 133%
2541 + 133% = 5920. Over double our defenses. Such a massive leap in stats seems like a great idea, but there's a problem with this.
T2 Cavalry commanders have an attack power of 4559 with their +15% to attack. Human Cavalry have 74 attack with the 15% bonus. But what does this all mean????
It means that one player has used 61 wolf pelts, 122 hides, 61 minerals, and 183 herbs to create 61 Pikes, 61 Reinforced Leather, and 61 Nimble Warhorse in order to outfit the most efficient 61 Charioteer army against Cavalry.
While another player can smash that most efficient defense with 1 commander and 19 knights wearing 0 advanced gear. This is all without taking into account terrain, which would only further give the advantage to the attacking knights.
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Posted By: Aha
Date Posted: 27 Feb 2013 at 20:53
Some remarks. You don't have full heroism bonus with 19 units. I think that t3 items change the unit stats, so that divisional bonuses apply to these new stats. But I never checked this.
Question: Does the equipment of the commander affect the individual bonus (like heroism or def bonus)? You suggest that it does, which would make me happy.
More remarks: the defender in the example is using t1 units (charioteers=human t1 cav ?) and the attack is using t2.
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Posted By: geofrey
Date Posted: 27 Feb 2013 at 21:30
Aha wrote:
Some remarks. You don't have full heroism bonus with 19 units. I think that t3 items change the unit stats, so that divisional bonuses apply to these new stats. But I never checked this.
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You have full heroism regardless of the number of units in your army, so long as you've leveled it up.
I am assuming that the % gained from gear stacks onto the percentage gained from commander bonuses.
Aha wrote:
Question: Does the equipment of the commander affect the individual bonus (like heroism or def bonus)? You suggest that it does, which would make me happy.
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The equipment of a commander does NOT effect the the equipment of the troops. In my example I am equipping all 60 charioteer's with pikes, reinforced leather, and nimble war horses. Meaning that all 61 defending charioteers have the same percentage bonus applied to them.
Aha wrote:
More remarks: the defender in the example is using t1 units (charioteers=human t1 cav ?) and the attack is using t2. |
Yes. Charioteers = human T1, Knights = Human T2.
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Posted By: Brandmeister
Date Posted: 27 Feb 2013 at 21:30
This game offers an advantage to attack. A T2 cavalry unit attacks with 65; the same unit defends at 28. Obviously this implies that a 2:1 kill ratio, and probably worse once you factor in Heroism and Charge.
Terrain, walls and runes counteract this advantage. Dwarven runeriders, for example, would defend very well in a large mountain city where their battle mules will negate the same terrain penalty that handicaps their attackers. Spearmen would have a significant advantage in forest tiles. Archers can inflict serious casualties on large hills. The +115% defensive advantage of a level 20 city wall brings most defenders on par with attackers.
However, let's use your assumptions for a moment. I would like to propose several improved anti-cavalry options:
General Cavalry: 60 T2 cavalry with pikes, reinforced plate, nimble warhorse Human Cavalry: 60 T2 cavalry with pikes, reinforced plate, battlebreds Dwarf Cavalry: 60 T2 cavalry with pikes, reinforced plate, dwarven battle mules Spears: 200 T2 spears with pikes, reinforced plate
1. You're better off applying a +112% bonus to the T2 cavalry's defense of 28, than getting a +128% on T1 cavalry defense of 21. The multipliers are 2.12x and 2.28x respectively, so the end defense number is slightly higher.
2. Your configuration uses a lot of Hides. Of my proposed options, only the nimble warhorse would require 60 Hides. Everything else can be manufactured with herbs and minerals, drastically bringing down the cost. Wolf fur and Iceheart are commonly available components. You want the defense boost to be as cost effective as possible.
3. How many T2 cavalry are required to kill the defenders before and after they are equipped? The goal of defense is to maximize casualties, so how much worse does equipment make your attacker's kill ratio? T2 spears are probably the best defenders for that purpose, since their cavalry defense is nearly the same as T2 cavalry, but their upkeep is half and you can equip 200 vs. 60 in an elite squadron.
4. At the small scale, the defensive commander's Avoid Charge skill will provide the most bang for buck. It's equivalent to another 60 troops or the squadron size, whichever is less. At large scales, the defense is maximized from the Square Formation maneuver getting applied to all their troops at +10% (T2) or +15% (T1).
5. I've never really been convinced that defensive elite squadrons make sense. A Ward of Destruction will kill 250 incoming troops, which is a lot more than your 60 elite riders are going to kill. I think if you want to augment your defense, you go big or go home. Equip as many soldiers as possible with the cheapest equipment that provides a significant boost.
This is just my two cents, of course. I generally prefer to focus on terrain optimized gear because it augments your defenses against everything. When that's too expensive due to a difficult component, then I consider biome optimized gear. Anti-cavalry equipment is probably the only specialized defense category I'd consider, simply because so many people prefer T2 cavalry for attack.
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Posted By: geofrey
Date Posted: 27 Feb 2013 at 21:46
Brandmeister wrote:
I would like to propose several improved anti-cavalry options:
General Cavalry: 60 T2 cavalry with pikes, reinforced plate, nimble warhorse Human Cavalry: 60 T2 cavalry with pikes, reinforced plate, battlebreds Dwarf Cavalry: 60 T2 cavalry with pikes, reinforced plate, dwarven battle mules Spears: 200 T2 spears with pikes, reinforced plate
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Your post was a fantastic read and I agree with all points. My main point was the greatest defensive bonuses from t3 gear don't mean much at all.
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Posted By: Brandmeister
Date Posted: 27 Feb 2013 at 22:12
Thanks!
The advantage isn't entirely irrelevant. Without gear, a battle between two elite squadrons of 60 knights would have a 2:1 kill ratio. Equipping the defenders would bring that down to 1:1 or less. However, the math of elite squadrons is heavily skewed by the commanders, who are equivalent to 60 troops each.
The bottom line for me is large forces of T2 cavalry vs. T2 spears with pikes and reinforced plate. The kill ratio goes from 2.32:1 to 1.75:1. That's a 25% improvement in enemy casualties.
I'd be curious to know if anyone has verified the math for whether the commander formation bonus, equipment bonuses and the wall get added or multiplied.
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Posted By: Elmindra
Date Posted: 27 Feb 2013 at 22:27
The bonuses are multiplicative.
So your spears have 30 base def x 1.10 commander x 1.8 equip x 2.15 wall x .7 terrain bonus = 89.4. Elite equipped spears can achieve a 1:1 ratio vs t2 cav on plains behind a lvl 20 wall with this config.
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Posted By: Deranzin
Date Posted: 27 Feb 2013 at 23:11
The biggest problem with attacking with T3 equipment is that the defending city gets to keep your stuff as a compensation for the troop losses ...
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Posted By: DeathDealer89
Date Posted: 28 Feb 2013 at 00:19
Elmindra wrote:
The bonuses are multiplicative.
So your spears have 30 base def x 1.10 commander x 1.8 equip x 2.15 wall x .7 terrain bonus = 89.4. Elite equipped spears can achieve a 1:1 ratio vs t2 cav on plains behind a lvl 20 wall with this config.
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Where have you seen bonuses are multiplicative?
I mean they could be i really don't know. But last i hard anyone doing any testing on equipment the equipment showed even less than the 'advertised' percent bonus.
On top of that lets not forget the insane cost of just a few equipment compared to a few soldiers.
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Posted By: Elmindra
Date Posted: 28 Feb 2013 at 00:31
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I have heard from others and seen first hand in my own attempts that bonuses are multiplicative. I also know that somewhere buried in the forums was a confirmation of multiplicative bonuses from a GM when crafting was first released.
Some further numbers, we can assume that attacking cavalry has 15% charge bonus and 30% terrain bonus attacking a town on plains. That puts their value at 88 attack per vs the above 89 def per for the elite spears equipped. Taking the training time/upkeep/initial cost value of the troops involved, this is always a win for the equipped spears but only in the long term of a conflict. Looking at T1 elite cavalry in defense, we can get 21 base def x 1.15 commander x 2.28 equip x 2.15 wall x 1.3 terrain = 154 cavalry defense. That is almost a 2:1 ratio, offset by the fact that the division sizes are so small. Once again looking at the training time/upkeep/initial cost value, this is again a win for the equipped light cavalry.
The problem with equipment is losing it. The fact that you recover 100% of equipment when defending in a city is the sole reason to use elite equipped companies in these situations.
Bottom line is the equipment makes a different, but probably not in the way intended. Useful defending towns from direct cavalry attacks where all equipment is recoverable but makes an overall difference only in the long term where k/d ratios and attrition are more apparent.
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Posted By: Brandmeister
Date Posted: 28 Feb 2013 at 01:10
The devs really need to change the current system so that a conqueror keeps ALL contents of a city's inventory. It's silly that all the minerals, herbs, anatomies and crafted equipment get destroyed when the city is captured.
They should also consider letting 100% of dropped equipment be recovered. Destruction of equipment in battle might be realistic, but it really discourages people from ever using crafted items on offense (except for commanders, of course).
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Posted By: Meagh
Date Posted: 28 Feb 2013 at 02:23
Some observations... First musings on using elite squadrons for PVP in Elgea can only be a mental exercise with no real in-game application. No player will attack with only elite squadrons. So unless the there is some kind of special tournament - brute force and numbers trump elite squads.
Secondly, I believe that it is more efficient for both attack and defense to build defensive tier 1 units when you consider the cost of recruitment and maintenance per attack / defense point (and even movement points).
Otherwise, good read. - M.
ps - addendum in ref to cav bonuses attacking for towns on any terrain, wouldn't a town be considered 'buildings' terrain and not plains or mountains etc? Cav shuldn't get a terrain bonus.
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Posted By: Elmindra
Date Posted: 28 Feb 2013 at 02:34
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The value of T1 vs T2 is arguable. Looking at my elven spears, I get 15def vs cav per gold upkeep with T2 vs 13def vs cav per gold upkeep with T1. Given unlimited training time, a town can support a greater defense with T2 vs T1. In regards to quickly developing an army after losing troops, T1 trains at a base rate of 2246 def vs cav per day, while T2 trains at a base rate of 4320def vs cav per day.
In both examples T2 is superior than T1. The only advantage T1 has over T2 is initial training cost. While T1 is cheap, most people large enough to be worried about the numbers have no problem obtaining the resources to train either unit type.
And no, when doing a straight attack against a town the underlying terrain modifier is used. Towns only count as buildings during a raze or capture attempt.
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Posted By: Meagh
Date Posted: 28 Feb 2013 at 02:56
> And no, when doing a straight attack against a town
the underlying terrain modifier is used. Towns only count as buildings
during a raze or capture attempt.
where is the source for this statement? I've seen one or two other players mention here in forums that this is so but have seen nothing from a dev or no testing. It does not make sense that it would work this way.
Maybe the math is different for elven units.. which are op anyways (you guys get the fastest units and the only units that require no armour.. wtf is that about?)... For Dwarven units T1 vs T2 spears, maintenance cost (balancing food / gold with sov - something all older players deal with) is the more important factor imho. With T1 spear units I get 12 defense points against cav per gold of maintenance. For T2 I only get 8.5 points per gold. The clear winner is T1. Further, the devs have mentioned that it is this way by design (no link cus im lazy). - M.
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Posted By: Elmindra
Date Posted: 28 Feb 2013 at 03:29
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I thought dwarven spears were 13 cav def for T1 and 29 cav def for T2? Just checked my alt (is a dorfy) and those numbers are correct. So that means 13cav def per gold for T1, and 14.5cav def per gold for T2. Now I will say that your spears are much more expensive to train initially, 1 chain 1 plate sucks.
As for the town terrain, attack a town directly and you will see in your report that it uses underlying terrain. Same goes for when you do a capture/raze attempt. It lists the building intro when attacking via this method. I am sure someone else can verify but it is the case.
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Posted By: Brandmeister
Date Posted: 28 Feb 2013 at 03:36
Meagh wrote:
Maybe the math is different for elven units.. which are op anyways (you guys get the fastest units and the only units that require no armour.. wtf is that about?) |
Actually, orc kobold cohorts cost a beer n' a spear. Dwarves get ripped off on the whole "a beer replaces an item" build thing, because stalwarts still take 2 swords, 1 chain & 1 plate, PLUS a beer.
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Posted By: Meagh
Date Posted: 28 Feb 2013 at 05:12
Elmindra wrote:
I thought dwarven spears were 13 cav def for T1 and 29 cav def for T2? Just checked my alt (is a dorfy) and those numbers are correct. So that means 13cav def per gold for T1, and 14.5cav def per gold for T2. Now I will say that your spears are much more expensive to train initially, 1 chain 1 plate sucks.
As for the town terrain, attack a town directly and you will see in your report that it uses underlying terrain. Same goes for when you do a capture/raze attempt. It lists the building intro when attacking via this method. I am sure someone else can verify but it is the case. |
you're right, for some reason i was looking at the defense against spears. I suppose it really depends on troop makeup and play style... For me, there is no clear benefit of T2 units. The bulk of my army is T1 Infantry and T1 Slingers for defense. In my view the better defense, almost equal attack, better movement and troop capacity, and lower recruitment costs make the T1's a better troop. Compare: Infantry Attack Spear Bow Sword Cav 13.5 7 5.5 8.5 7 Attack Spear Bow Sword Cav 14 6.6 6 7 5.6 ------------------------------------ Bows Attack Spear Bow Sword Cav 7.5 10.5 11 10 6.5 Attack Spear Bow Sword Cav 8.6 10.6 10.3 10 7 *in all cases T1 has better carrying capacity and movement speed
Your mileage may vary according to race and troop makeup... but I see no significant benefit for T2 units of any troop type for Dwarves when it comes to maintenance cost. For any minor value you might gain you are sacrificing troop movement speed, paying a higher initial cost per troop and likely devoting one square in your city to make the advanced resource. Who needs a forge when T2 units do not provide a significant advantage? I'd much rather build another advanced building.
For the terrain type.. I'll have to pay more attention to the report next time I attack a city. Cheers - M.
ps my main point still stands... Elite units for PVP have no practical value in-game.
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Posted By: Aha
Date Posted: 28 Feb 2013 at 07:57
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If I understood it correctly, then the equipment bonus is multiplied first. The other bonus (walls, divisional, etc) should add up as usual, so they are not multiplicative. That's what I meant with equipment alters unit stats and is thus more valuable than any other bonus.
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Posted By: Deranzin
Date Posted: 28 Feb 2013 at 09:51
Meagh wrote:
Secondly, I believe that it is more efficient for both attack and defense to build defensive tier 1 units when you consider the cost of recruitment and maintenance per attack / defense point (and even movement points).
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Actually this isn't so, unless you are playing Orcs. With the current lowest centrum prices we have that :
HUMANS - T1 spears cost = 1150g and need 8 minutes 45sec build time
- T2 spears cost = 1900g and need 10 minutes 30 sec and are twice as effective as T1
ELVES - T1 spears cost = 1150g
- T2 spears cost = 1900g
DWARVES - T1 spears cost = 1150g
- T2 spears cost = 1270g (this really is cost effective, to adress Meagh's points, 1 chain and 1 plate is MUCH CHEAPER than 1 chain 1 leather, to adress Elmindra's point as well)
ORCS - T1 spears cost = 375g
- T2 spears cost = 2125g
So, at least as spearmen are concerned T2 units win easily in all races excluding orcs.
For the original conversation, to be honest I do not understand why people propose knights to be used defensively as a cost effective solution and I do not know who would create elite squads for defensive purposes.
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Posted By: Darkwords
Date Posted: 28 Feb 2013 at 11:50
Brandmeister wrote:
Meagh wrote:
Maybe the math is different for elven units.. which are op anyways (you guys get the fastest units and the only units that require no armour.. wtf is that about?) |
Actually, orc kobold cohorts cost a beer n' a spear. Dwarves get ripped off on the whole "a beer replaces an item" build thing, because stalwarts still take 2 swords, 1 chain & 1 plate, PLUS a beer. |
LOL if you think thats a rip off then consider T2 Human cav.
Its seems the issue here is discontent with the weighted mechanics for attack rather than the effects of T3 equipment, however I would be interested to see the stats for an equiped elite troop of T2 spears (lead by a T1 comm with full unit and personnal cav defence) in defence vs. an elite group of attacking T2 cav (lead by a T2 cav comm with full attacking stats).
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Posted By: Deranzin
Date Posted: 28 Feb 2013 at 11:57
Darkwords wrote:
LOL if you think thats a rip off then consider T2 Human cav.
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Why are they a ripoff .?.
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Posted By: Darkwords
Date Posted: 28 Feb 2013 at 12:29
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Same issue, they cost a beer more than they do for other races, but are meant to be the specialist troop.
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Posted By: Deranzin
Date Posted: 28 Feb 2013 at 12:33
Darkwords wrote:
Same issue, they cost a beer more than they do for other races, but are meant to be the specialist troop.
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True, but Elven cavalry are equally expensive due to the price difference between the plate and chain armor ...
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Posted By: Darkwords
Date Posted: 28 Feb 2013 at 13:20
If you only go by market price perhaps in certain markets this is possible, although I find that in centrum the price of beer exceeds that diffference.
Also the opportunity cost (or rather savings) of not needing a forge in their cities makes elven T2 cav far more economical. But then, they are not as hard hitting as their human counterparts.
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Posted By: Elmindra
Date Posted: 28 Feb 2013 at 13:34
I think the biggest key between T1 and T2 is training time. While T1 is just a tad worse than T2 per gold upkeep, T2 troops can be produced almost as fast as T1. I will take T2 over T1 any day when I can field an army almost twice as powerful in the same amount of time.
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Posted By: Darkwords
Date Posted: 28 Feb 2013 at 13:41
I just had a quick look regarding using spears for deffence in this model.
It seems even with T2 human spears the starting defence value of a full elite unit would be 5800 before any bonuses, or commander defence value were applied.
I therefore expect that if the best elite defensive squad was used in this example, rather than the worst possible one, then they would fair rather better against the best possible elite attack squad.
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Posted By: Darkwords
Date Posted: 28 Feb 2013 at 14:10
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With all this in mind, I think it could be quite a good idea to have a tourney in which we could only use elite squads and where only 1 single division army is allowed to occupy a square at any one time.
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Posted By: Miltiad
Date Posted: 28 Feb 2013 at 15:48
DeathDealer89 wrote:
Elmindra wrote:
The bonuses are multiplicative.
So your spears have 30 base def x 1.10 commander x 1.8 equip x 2.15 wall x .7 terrain bonus = 89.4. Elite equipped spears can achieve a 1:1 ratio vs t2 cav on plains behind a lvl 20 wall with this config.
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Where have you seen bonuses are multiplicative?
I mean they could be i really don't know. But last i hard anyone doing any testing on equipment the equipment showed even less than the 'advertised' percent bonus.
On top of that lets not forget the insane cost of just a few equipment compared to a few soldiers. |
Actually equipment bonus is applied first than other bonuses are added together (wall, commander, terrain, biome) prestige bonus is also multiplied.
For human t2 spear in elite division on plains behind lvl 20 wall this means they can kill a lot more than 1 knight:
Equipment: +16% pike +24% reinforced leather ---------------------------------- 40% equipment bonus for defense against cavalry, 80% bonus in elite division I don't know if human battlebred horses can be used with spearmen since I have no such horses otherwise + 20% defense (+40% in elite division)
Pikemen base defense against cavalry 29.
Defense after all the bonuses: 29*(1.8 (elite equipment))* (1+(1.15(wall)-0.3(plains)+0.15(commander)= 104.4 defense
Knight on plains + 15% commander bonus has: 65*1.45 (30%plains+15% commander) = 94,25
Human t2 spearman can kill 1.11 knight behind lvl 20 wall on plains and equipped like he should be. Of course you can make 5 elite divisions from a single city and even if you don't have commanders trained in cavalry defense (-15%) such equiped pikes kill more than 1 attacking knight...
Orcs can have their t2 spearmen have 118,4 defense against cavalry and each can kill 1,26 knights.
I have this results confirmed in practice and I assumed 15% charge bonus...
With right equipment even defending knight kills more attacking knights behind level 20 wall on plains... Not to mention that if 5 knight commanders have lvl 10 avoid charge they more than nullify attacking knights heroism...
All the equipment stays in a city after the combat... So if anyone is still complaining that cities on plains are not worth defending, they should play a bit simpler game like farmville...
edit: orc results
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Posted By: Elmindra
Date Posted: 28 Feb 2013 at 16:24
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I need to do some forum spelunking to find the thread in which this model was confirmed via GM.
And after some spelunking (got lost for a few) I have indeed found the GM confirmation. It is as described above by Militidad, all old bonuses are additive and the multiplied by the new equip and elite bonuses.
The battlebred cannot be used by troops other than cavalry. But now we can look at what is the best anti cav elite unit.
Taking humans, a spearman can get 104.4 def per with 200 per division for a total of 20880 def per division. A T1 cavalry can get 124.5 def per with 60 per division for a total of 7470 def per division. A T2 cavalry can get 136.5 def per with 60 per division for a total of 8192 def per division. Not even close there, even with cavalry bonus to plains.
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Posted By: The_Dude
Date Posted: 28 Feb 2013 at 17:42
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Militiad, could you show a math example of the bonuses that includes a Prestige bonus?
Thanks.
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Posted By: Miltiad
Date Posted: 28 Feb 2013 at 17:45
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Well knight commanders can get some impressive kills against cavalry alone. 5 knight commanders in elite divisions with just lvl 10 avoid charge + nimble horse + pike + thick ring chain (or reinforced plate)
base defense with lvl 10 avoid charge: 1708 equip. bonus: 54%*2 Each commander on plains behind lvl 20 wall has 1708 *2.08*2.45 = 8704 defense against cavalry... commander alone kills 92 attacking knights. If you manage to add 10% divisional defense bonus it has 9059 defense ... meaning it alone kills 96 attacking knights... Of course in cavalry city same commanders can be used for defense as for offense. Above lvl 100 commanders shouldn't have any problems maximizing all needed skills. At least 4 commanders can always reinforce defending city and 1 can do the attacking with the rest of the army...
Interestingly orcish death pack is better than knight in defense. Elite death pack commander with appropriate skills and equipment can alone kill 100 knights.
well prestige bonus is multiplied at last, so this would mean 1708*2.08*2.55 (with extra 10 % divisional bonus)* 1.1 (prestige - defense against cavalry) = 9965.1552 (killing 105,73 attacking knights)
edit: added prestige example
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Posted By: The_Dude
Date Posted: 28 Feb 2013 at 17:58
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OK, So equipment modifies "base" values. Then terrain, walls, Cmdr bonuses are added together then applied to the "equipment modified base." That result is then modified for Prestige Bonus.
Cool. Thanks for laying that out for me.
So the caution is the malus modifiers for equipment. Those will be amplified by the subsequent modifiers, too.
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Posted By: Miltiad
Date Posted: 28 Feb 2013 at 18:10
The_Dude wrote:
OK, So equipment modifies "base" values. Then terrain, walls, Cmdr bonuses are added together then applied to the "equipment modified base." That result is then modified for Prestige Bonus.
Cool. Thanks for laying that out for me.
So the caution is the malus modifiers for equipment. Those will be amplified by the subsequent modifiers, too. |
Exactly. Usually all direct city attacks on plains are done by cavalry, everything else is just waste of troops since they all get attack penalties and their attack is low anyway. You can also determine, if attacking army is cavalry by it's travelling speed. If attacker is smart and adds one slower unit (or division) in the army than you can always use plainsman spear and plainsman armour + nimble horse = 48% * 2 equipment defense against everything on plains.
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Posted By: Elmindra
Date Posted: 28 Feb 2013 at 18:16
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You can think of it this way: Base Value x Equipment Bonus x Original Bonuses x Prestige Bonus. Original bonuses include terrain, commander, walls etc.
The commanders pose an interesting situation as well. Take your 5 elite divisions of spears at 20880 def each, add 5 commanders at 9059 and your total cavalry defense is 153,695.
If they attack with 10k knights with 1 commander, they have 947,719 attack. According to Innoble, casualties is calculated by total army size x off/def ratio. So according to this, you 5 commanders and 1k spears would kill 1622 T2 knights. If they send 20k knights, you would kill 1626 T2 knights. Not bad when you keep all dropped equipment.
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Posted By: Miltiad
Date Posted: 28 Feb 2013 at 18:27
Elmindra wrote:
You can think of it this way: Base Value x Equipment Bonus x Original Bonuses x Prestige Bonus. Original bonuses include terrain, commander, walls etc.
The commanders pose an interesting situation as well. Take your 5 elite divisions of spears at 20880 def each, add 5 commanders at 9059 and your total cavalry defense is 153,695.
If they attack with 10k knights with 1 commander, they have 947,719 attack. According to Innoble, casualties is calculated by total army size x off/def ratio. So according to this, you 5 commanders and 1k spears would kill 1622 T2 knights. If they send 20k knights, you would kill 1626 T2 knights. Not bad when you keep all dropped equipment. |
and what prevents me to reinforce my own cities? Or my alliance mates to reinforce my city? Few members can easily kill 10K attacking knights by having very small losses...
Well Elmindra your own member Hannibal launched around 10 cavalry attacks against me and he was nice enough to leave few hours in between attacks so I could reequip and refill my elite divisions. Since his armies were rather small (largest being 3500 marshals) I doubt that he got any report back. I urged him not to stop, but he stopped anyway 
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Posted By: Elmindra
Date Posted: 28 Feb 2013 at 18:30
Hehe nothing at all, we have done this as well. Going back to the original purpose of the thread, this simply shows the one area where T3 equipment is actually worth the effort to produce and use. Every thing else is simply fluff for commanders to kill a few more troops. Watching less than 10k spears kill 10k T2 knights is priceless.
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Posted By: Brandmeister
Date Posted: 28 Feb 2013 at 19:45
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@TD: if you don't want to amplify penalties for other defense categories, you might try mixing specialized defense items with terrain optimized items, biome items or heavy armor. That will make all modifiers positive, although your desired defense stat will be lessened by at least 4 points.
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Posted By: Salararius
Date Posted: 28 Feb 2013 at 20:29
geofrey wrote:
Aha wrote:
Some remarks. You don't have full heroism bonus with 19 units. I think that t3 items change the unit stats, so that divisional bonuses apply to these new stats. But I never checked this.
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You have full heroism regardless of the number of units in your army, so long as you've leveled it up.
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If the work Innoble did is right, then Aha's point is correct. The attack value of a commander is limited to the attack strength of the troops in the commander's army. Thus, an army with a knight commander having level 10 Heroism and 19 knights would have a total attack strength of 3,211, 1,606 from the 19 knights and 1,606 from the commander.
The bottom line, you would need about 40 knights for the OP example to be correct. The point is valid but I don't think but it really changes the discussion.
The real cost of t3 equipment is in "clicks" (player keyboard entry events). In a mature city, with one click, I can que up 10k of any t2 resources from the 100s of thousands of basic resources automatically created in the city. With 100k plus stockpiles of t2 equipment, I can que up any size army I want with one more click. Certainly this is not the most efficient in terms of progress but it maximizes the efficiency of a player's time.
At most, a player might have 90 herbalists, skinners or miners that he can send out to gather the rare goods needed for t3 equipment. Mature players will have much fewer cotters and if they wish to acquire these goods on the market then the player will need to be amassing gold and that is a separate process all unto itself. Ultimately, I believe it takes 3-20 times as many game interactions to add the equipment for a soldier as it did to create the soldier. That's a lot more game interaction for the benefit.
Proffering that it takes a significant amount of game time to acquire "meaningful" quantity of T3 gear I would suggest that T3 gear serves to further differentiate the players putting a "great deal" of time into the game from players playing in a more casual manner. Yes, t3 gear is helpful, but the cost is high.
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Posted By: Brandmeister
Date Posted: 28 Feb 2013 at 22:17
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Sal, I think crafting also appeals to a particular play style. Some Illy players are notably non-military, and gathering and crafting give them ongoing activity. That is of course separate from the military advantage to using crafted gear.
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