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Showing content with the highest reputation on 12/26/2023 in all areas

  1. Alright, I did some testing. I made a .pud with a castle, lumber mill, archer and 1 pig farm. The pig farm has been very victorious in a couple of battles. I edited the lumber mill to have 0 armor. And the archer to do 0 basic and 0 piercing damage. As expected, the +1 upgrade allows for 1 to 2 damage. The second +1 upgrade still allows for 1 to 2 damage. And then the +3 upgrade..... did nothing! I re-edited the map and gave the archer 3 basic damage. This time the first +1 upgrade didn't increase. The second +1 upgrade now allowed for the 5 and 6 damage to pop up against the 0 armor. And against the castle, the damage went from 0 to 1-2 damage after the first upgrade. The +3 upgrade didn't increase the damage against the lumber mill. But suddenly the castle started taking 5 and 6 damages altogether as well. And while bloodlusted rangers are a thing. The basic damage was always nulled, even the double one. It is just that there is no damage increase by the +3 piercing against 0 armored units. Rangers and Berserker stand on equal grounds...In fact... Berserkers have healing and now have a slight better chance than a Ranger. Well..."now" is not the correct word. It was always that way. And I always made an assumption. Either way, knowing this. I can think of a new table of results, all possible upgrades: 3 basic, 6 piercing 0 armor: 5-10 2 armor: 4-8 4 armor: 3-6 3 basic, 7 piercing (+1) 0 armor: 5-10 2 armor: 4-8 4 armor: 4-8 (+33%) 3 basic, 8 piercing (+2) 0 armor: 6-12 (+20%) 2 armor: 5-10 (+25%) 4 armor: 4-8 (+33%) 9 piercing (3B -> 3P) 0 armor: 5-10 2 armor: 5-10 (+25%) 4 armor: 5-10 (+67%) 10 piercing (3B -> 3P +1) 0 armor: 5-10 2 armor: 5-10 (+25%) 4 armor: 5-10 (+67%) 11 piercing (3B -> 3P +2) 0 armor: 6-12 (+20%) 2 armor: 6-12 (+50%) 4 armor: 6-12 (+100%) Obviously it is still worth getting the upgrade. The first +1 upgrade is still, almost useless. But nessesary for the 2nd +1 upgrade.
    1 point
  2. It has been..... such a long time since I posted here. A discussion came up on a Warcraft 2 video. In the comments. Someone is claiming to have read the source code. Right.... I should go back to testing and see the results. Anyway, the commenting happens here:
    1 point
  3. With the help of anydice.com and some general tricks on paper (excel). I can calculate how many hits an unit needs for killing another unit. But more importantly with the % chances of how many times this occurs. A clear view on 1 on 1 chances can appear. No simulation, but perfect calculation, yaaay!! Results show, weird stuff. Some situations are very deterministic. Others show more randomness. It is clear that randomness increases when health and/or damage increases. The reason why I did this is because I want to know if upgrades have use or not. Why spend money on something, if it has no use for the player? Some upgrades add notching to the unit for the primary purpose. Some upgrades are simply an arms race, but end up making no difference. I had some fun calculating the number of hits needed for an archer/axethrower to defeat an archer/axethrower or ranger/berserker. Also, I pitted a fully upgraded ranger vs berserker(no selfhealing). And the results are (rounded) about 70% in favor for the ranger, and only about 3,5% for the axethrower. The rest is a tie. The situation flipped due to bloodlust, is an almost 100% victory for the berserker. My first conclusions. Get that bloodlust!!! But also, get that +3 damage upgrade on the ranger. If any one is interested in another calculation. Please let me know. My plan is, when I have time. To make a bigger database. Not pitting 2 units. But actually calculate for 1 type of damage, the whole aray of target configurations. armor x health. But I need to brainstorm on how the table should look like.
    1 point
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