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Topic ClosedStudy on t3 viability

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DeathDealer89 View Drop Down
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Direct Link To This Post Posted: 28 Feb 2013 at 00:19
Originally posted by Elmindra 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.

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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Direct Link To This Post 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 ... LOL
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Direct Link To This Post 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.


Edited by Elmindra - 27 Feb 2013 at 23:10
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Direct Link To This Post 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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Direct Link To This Post Posted: 27 Feb 2013 at 21:46
Originally posted by Brandmeister 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



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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Direct Link To This Post 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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Direct Link To This Post Posted: 27 Feb 2013 at 21:30
Originally posted by Aha 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.

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. 

Originally posted by Aha 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.

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. 

Originally posted by Aha 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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Direct Link To This Post 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.

Edited by Aha - 27 Feb 2013 at 21:20
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Direct Link To This Post Posted: 27 Feb 2013 at 20:18
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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Direct Link To This Post Posted: 27 Feb 2013 at 19:45
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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