Anti Air combat vs ground units

Am I missing something about anti air units?

When I attack a lone AA with a single tank, the AA should defend with 1.0 + .15 for home ground.

A Lv2 Lt tank attacks with 3.0, on plains that is 4.5

So the tank has over 4 times the hitting power and twice the HP.

So why does the tank walk away at less than 70%?

Also, am I correct in thinking that it should take 3 hours to kill the AA, 4.5 attack vs 10 HP

9 Replies

The X factor (randomization) derails calculations like this completely. They can only be used as averages for large amounts of battles, never for individual ones.

Is the X factor enhanced for AA?

All other units seem to be within a reasonable variation.

AA's always seem to outfight their specs. Noticed this in every game I've played.

They never seem to X-factor to their detriment...

suntso wrote:

AA's always seem to outfight their specs.
AA actually did an incredible amount of damage to enemy ground units during WW2, so that is historically accurate at least.

It does indeed seem that AA are harder to kill than they should be. When they are just a small part of a larger group the damage distribution does end up applying more damage to the unit types with more hit points in a stack, so the low hit points and small numbers work for them that way.

suntso wrote:

the AA should defend with 1.0 + .15 for home ground.

A Lv2 Lt tank attacks with 3.0, on plains that is 4.5

Another factor is that the home defense gives a 15% damage reduction similar to a fortification. This brings your 4.5 attack back down to 3.85 at the most, with the x factor reducing it further.
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VorlonFCW
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Ah, right, the home defence reduces damage, not increase attack...

I'm also assuming that attack values are reduced equal to the unit condition.

Also assuming that condition means percent of HP remaining?

suntso wrote:

Ah, right, the home defence reduces damage, not increase attack...
It does BOTH. The units in their own core are 15% stronger and are 15% protected from damage.

suntso wrote:

attack values are reduced equal to the unit condition.
It is not an equal ratio, observe the line in each units stats about State based Damage Efficiency, they are generally more effective than their condition would seem.

suntso wrote:

Also assuming that condition means percent of HP remaining?
yes
War is a game that is played with a smile. If you can't smile, grin. If you can't grin keep out of the way til you can. - Winston Churchill
VorlonFCW
Retired from Bytro staff as of November 30, 2020.
>>> Click Here to submit a bug report or support ticket <<<

VorlonFCW wrote:

The units in their own core are 15% stronger and are 15% protected from damage.
Because of this, I usually use at least 1 AA unit in the defense of a few of my most productive cities in the homeland country ... 8)

VorlonFCW wrote:

suntso wrote:

AA's always seem to outfight their specs.
AA actually did an incredible amount of damage to enemy ground units during WW2, so that is historically accurate at least.

It does indeed seem that AA are harder to kill than they should be. When they are just a small part of a larger group the damage distribution does end up applying more damage to the unit types with more hit points in a stack, so the low hit points and small numbers work for them that way.

suntso wrote:

the AA should defend with 1.0 + .15 for home ground.

A Lv2 Lt tank attacks with 3.0, on plains that is 4.5

Another factor is that the home defense gives a 15% damage reduction similar to a fortification. This brings your 4.5 attack back down to 3.85 at the most, with the x factor reducing it further.
Which is quite annoying, since AI almost always just spam tons of AA which can do heavy damage, even to tanks on plains. :P

Is the range of the X-factor known?

ie; -10% to +10%

Does it apply to attacker or defender values or is there a different x-factor generated for both?

suntso wrote:

Is the range of the X-factor known?

ie; -10% to +10%

Does it apply to attacker or defender values or is there a different x-factor generated for both?

>> forum.callofwar.com/index.php?thread/26447-try-this-as-a-little-battle-problem << :

freezy wrote:

There is no lower or upper limit implemented for the so called "x-factor", which is basically following a bell curve. Although the chance is veeeeery small (maybe as low as 0.01%), extreme results like no visible damage dealt or multiple times the damage dealt may happen. Maybe they only happen in 1 of 10000 cases, but still they can. And we remember of course much more these extreme occurences then the usual combat results where everything goes as expected. I wouldn't call it bug, it's just how the calculations were set up. One could argue that this is realistic, as also in war sometimes surprising or unexpected events happened. From a players's perspective who tries to understand everying it is of course not the most optimal way, but we have to deal with it until one day we perhaps rewrite the logic.
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