Post by Boaster on Mar 3, 2017 11:45:59 GMT -6
In Auto-Calculated battles, there are a number of factors which influence the outcomes of battle. By the numbers, the most influential factors are the collective "Barter Values" of each unit in an army. However, in the unmodded version of the game, and in the GS5/GSZ mods, there are some additional factors which influence the outcomes of auto-calculated battles.
In the unmodded portion of the game, the only factor to influence auto-calc results are if the party controlled by a human player/user consists of only one champion unit. In the case of this solo champion unit for Army A, the barter value of the army is multiplied by [1 / Size of Army D].
Therefore, with a player army (A) with a solo champion with a barter value of 3200 is facing an army (D) of 5 units, 3200 is muliplied by [1/5] 0.20, which then becomes 640.
This should explain why the game forced you into losing battles with a solo champion when you should have typically won.
In the GSZ and GS5, this human player only combat penalty was scrapped. A superior army, solo or not, by the numbers should be favored to win.
However, rather than just using combined army (A) barter value versus combined army (D) barter value, there are additional relevant factors.
Team Points are accumulated by the following comparisons between armies:
[HIGHEST INDIVIDUALS]
-Highest Unit Level in Party vs Highest Unit Level in other party.
-Highest Unit (Ranged) Attack in Party vs Highest Unit Armor in other patry.
-Highest Unit Armor in Party vs Highest Unit (Ranged) Attack in other party.
[TOTAL VALUES]
-Party Combined Unit Level vs Other Party Combined Unit Level
-Party Combined (Ranged) Attack vs Other Party Combined Unit Armor.
-Party Combined Armor vs Other Party Combnied Unit (Ranged) Attack.
[AVERAGE VALUES]
-Party Average Unit Level vs Other Party Average Unit Level.
-Party Average (Ranged) Attack vs Other Party Average Unit Armor.
-Party Average Armor vs Other Party Average (Ranged) Attack.
If the values are equal, no team points are awarded.
If ARMY A's highest level is greater than Army D's highest level, then ARMY A will receive Team Points equal to [1 - (Army D HL / ARMY A HL)].
If ARMY A's highest level unit is 10, and Army D's highest level unit is 8, then TEAM POINTS A increases by: 1 - 8 / 10. TEAM POINTS A equals 0.2.
When comparing (Ranged) Attack against Armor at all three stages, it always checks to see which is higher: An Army's Ranged Attack, or an Army's Melee Attack. Whichever is better will be used against the opposing army's Armor value.
Team Points are awarded based on the quotient of the lower value divided by the highest value and is subtracted from one.
Ater ALL Team Points are accumulated, the team points are then multiplied by the difference in the army's sizes, then factored into the "TOTAL ARMY FACTOR"
Assuming that the total Team Points was 0.2 for Army A, and the sizes of each Army (A) is 6 and (D) 5. The equation would look like this for Team A: 1 + [0.2 * (6 / 5)]… 1 + (0.2 * 1.2)… 1 + 0.24... 1.24.
The "TOTAL ARMY FACTOR" value of 1.24 is then taken and multiplied by the army's collective combined Barter Value. If the Army's Total Barter Value before calculations is 9000, then multiplying by 1.24 will give the effective power difference between the other army. Effective army combat value is 11160, with the given information above.
This is a rather simlpistic example.
Here is a more complex and complete example:
(A) Army Barter Value = 6252
(A) Army Size = 4
(A) Highest (Ranged) Attack = 26
(A) Highest Armor = 21
(A) Highest Level = 9
(A) Average (Ranged) Attack = 15
(A) Average Armor = 13.75
(A) Average Level = 5
(A) Combined (Ranged) Attack = 60
(A) Combined Armor = 50
(A) Combined Level = 20
(D) Army Barter Value = 5275
(D) Army Size = 8
(D) Highest (Ranged) Attack = 13
(D) Highest Armor = 9
(D) Highest Level = 3
(D) Average (Ranged) Attack = 7
(D) Average Armor = 3.625
(D) Average Level = 1.5
(D) Combined (Ranged) Attack = 56
(D) Combined Armor = 29
(D) Combined Level = 12
Team Points (A) = 3.11218
Team Points (D) = 0
Army Size (A) / Army Size (D) = 0.5
Total Army Factor (A) = 1 + (3.11218 * 0.5) = 2.55609
Total Army Factor (D) = 1 + 0 = 1
ARMY (A) Total Calculated Combat Value = (6252 * 2.55609) = 15980.67468
ARMY (D) Total Calculated Combat Value = 5275
By the numbers, Army A thoroughly trounces Army D, even though Army D is slightly larger than Army A.
Factoring in the highest, average and combined values from both armies, along with army sizes into Auto-Calculate allows for the game to approach a more realistic result.
In the unmodded game it came down to the army's collective barter value and the size of the army.
While these basic calculations still make very good sense of the expected outcome, it is flawed. There could come under certain conditions where a Level 9 warrior is challenged by the same Army D from above, where if the Warrior had high enough armor, in real combat conditions he would barely get touched for damage.
Under the newer conditions, the Level 9 Warrior vs Army D would have the highs and average to his credit, and the opposing team of 9 military units would have the combined values and the army size to it's credit.
A Crusader with artifacts Sword of Quality and Ring of Protection would be defeated by the same Army D in auto-calc conditions, at Level 9. However, until the Crusader became Level 12 with these two artifacts and full health, he is not able to solo auto-calc the Army D from above, which is a Level 3 Encounter on Hard Mode. When he did succeed in auto-calc, he lost most of his life points.
In real-time combat, the Crusader could win the battle on account of tactics and pure stats. Unfortunately, auto-calc cannot account for user control and combat strategy.
While the improved auto-calculate for the mods does provide more realistic results, it is not going to hand you easy victories unless you have all or most the numbers in your favor.
In the unmodded portion of the game, the only factor to influence auto-calc results are if the party controlled by a human player/user consists of only one champion unit. In the case of this solo champion unit for Army A, the barter value of the army is multiplied by [1 / Size of Army D].
Therefore, with a player army (A) with a solo champion with a barter value of 3200 is facing an army (D) of 5 units, 3200 is muliplied by [1/5] 0.20, which then becomes 640.
This should explain why the game forced you into losing battles with a solo champion when you should have typically won.
In the GSZ and GS5, this human player only combat penalty was scrapped. A superior army, solo or not, by the numbers should be favored to win.
However, rather than just using combined army (A) barter value versus combined army (D) barter value, there are additional relevant factors.
Team Points are accumulated by the following comparisons between armies:
[HIGHEST INDIVIDUALS]
-Highest Unit Level in Party vs Highest Unit Level in other party.
-Highest Unit (Ranged) Attack in Party vs Highest Unit Armor in other patry.
-Highest Unit Armor in Party vs Highest Unit (Ranged) Attack in other party.
[TOTAL VALUES]
-Party Combined Unit Level vs Other Party Combined Unit Level
-Party Combined (Ranged) Attack vs Other Party Combined Unit Armor.
-Party Combined Armor vs Other Party Combnied Unit (Ranged) Attack.
[AVERAGE VALUES]
-Party Average Unit Level vs Other Party Average Unit Level.
-Party Average (Ranged) Attack vs Other Party Average Unit Armor.
-Party Average Armor vs Other Party Average (Ranged) Attack.
If the values are equal, no team points are awarded.
If ARMY A's highest level is greater than Army D's highest level, then ARMY A will receive Team Points equal to [1 - (Army D HL / ARMY A HL)].
If ARMY A's highest level unit is 10, and Army D's highest level unit is 8, then TEAM POINTS A increases by: 1 - 8 / 10. TEAM POINTS A equals 0.2.
When comparing (Ranged) Attack against Armor at all three stages, it always checks to see which is higher: An Army's Ranged Attack, or an Army's Melee Attack. Whichever is better will be used against the opposing army's Armor value.
Team Points are awarded based on the quotient of the lower value divided by the highest value and is subtracted from one.
Ater ALL Team Points are accumulated, the team points are then multiplied by the difference in the army's sizes, then factored into the "TOTAL ARMY FACTOR"
Assuming that the total Team Points was 0.2 for Army A, and the sizes of each Army (A) is 6 and (D) 5. The equation would look like this for Team A: 1 + [0.2 * (6 / 5)]… 1 + (0.2 * 1.2)… 1 + 0.24... 1.24.
The "TOTAL ARMY FACTOR" value of 1.24 is then taken and multiplied by the army's collective combined Barter Value. If the Army's Total Barter Value before calculations is 9000, then multiplying by 1.24 will give the effective power difference between the other army. Effective army combat value is 11160, with the given information above.
This is a rather simlpistic example.
Here is a more complex and complete example:
(A) Army Barter Value = 6252
(A) Army Size = 4
(A) Highest (Ranged) Attack = 26
(A) Highest Armor = 21
(A) Highest Level = 9
(A) Average (Ranged) Attack = 15
(A) Average Armor = 13.75
(A) Average Level = 5
(A) Combined (Ranged) Attack = 60
(A) Combined Armor = 50
(A) Combined Level = 20
(D) Army Barter Value = 5275
(D) Army Size = 8
(D) Highest (Ranged) Attack = 13
(D) Highest Armor = 9
(D) Highest Level = 3
(D) Average (Ranged) Attack = 7
(D) Average Armor = 3.625
(D) Average Level = 1.5
(D) Combined (Ranged) Attack = 56
(D) Combined Armor = 29
(D) Combined Level = 12
Team Points (A) = 3.11218
Team Points (D) = 0
Army Size (A) / Army Size (D) = 0.5
Total Army Factor (A) = 1 + (3.11218 * 0.5) = 2.55609
Total Army Factor (D) = 1 + 0 = 1
ARMY (A) Total Calculated Combat Value = (6252 * 2.55609) = 15980.67468
ARMY (D) Total Calculated Combat Value = 5275
By the numbers, Army A thoroughly trounces Army D, even though Army D is slightly larger than Army A.
Factoring in the highest, average and combined values from both armies, along with army sizes into Auto-Calculate allows for the game to approach a more realistic result.
In the unmodded game it came down to the army's collective barter value and the size of the army.
While these basic calculations still make very good sense of the expected outcome, it is flawed. There could come under certain conditions where a Level 9 warrior is challenged by the same Army D from above, where if the Warrior had high enough armor, in real combat conditions he would barely get touched for damage.
Under the newer conditions, the Level 9 Warrior vs Army D would have the highs and average to his credit, and the opposing team of 9 military units would have the combined values and the army size to it's credit.
A Crusader with artifacts Sword of Quality and Ring of Protection would be defeated by the same Army D in auto-calc conditions, at Level 9. However, until the Crusader became Level 12 with these two artifacts and full health, he is not able to solo auto-calc the Army D from above, which is a Level 3 Encounter on Hard Mode. When he did succeed in auto-calc, he lost most of his life points.
In real-time combat, the Crusader could win the battle on account of tactics and pure stats. Unfortunately, auto-calc cannot account for user control and combat strategy.
While the improved auto-calculate for the mods does provide more realistic results, it is not going to hand you easy victories unless you have all or most the numbers in your favor.