Game mechanics and calculations

Like some others around, I am working on a set of tools and calculators to help with playing Call of War - in a similar way to @DxCs Battle Calculator (link will be shared when I have a working prototype). I have found some gems of wisdom about game mechanics, data and calculation tucked away in the forum, but have found if I forget to bookmark it, they are almost impossible to find again. I am hoping to use this thread for various questions and answers to keep everything in one place (if it's allowed with Forum guidelines).

-------------------------------------------------------------------------------------------------------------------------
So to get things started I'll start with a simple yes or now question - referring to the +/-20% of damage calculated on the potential damage (https://wiki.callofwar.com/wiki/COMBAT) I know this is re-calculated each new round of combat, but is this calculated separately per armor class per round? eg. Assuming all armor classes somehow all end up with the same DP, could the values look like:
  • [i]Unarmored: 10 => 10.5 (+5%)[/i]
  • [i]Light: 10 => 9.2 (-8%)[/i]
  • [i]Heavy: 10 => 11.4 (+14%)[/i]
... etc etc or just a flat modifier for all classes:
  • [i]Unarmored: 10 => 11 (+10%)[/i]
  • [i]Light: 10 => 11 (+10%)[/i]
  • [i]Heavy: 10 => 11 (+10%)[/i]

2 Replies

Does it matter though?

If you generate one 0.8-1.2 value for all classes, you'll get the same average damage as if you generated a separate value for each class. It would be game-changing if you had like a stack of Heavy Tanks and artillery, and you attacked it just to kill the artillery (knowing that the heavy tanks will kill you afterwards), but actually it still doesn't matter: if the value is generated against the artillery separately, your chances are 0.8-1.2, if it was generated all-round, your chances are still 0.8-1.2 (the fact that it will also apply to the Heavy Tanks is irrelevant, they won't do different dmg back to you because of it)

So all in all its just irrelevant. To be fair I have no idea about this, I assume though that the value is generated for the whole army and its damage values are multiplied by it

You can test this conveniently with 1 heavy tank + 1 AT gun armies fighting each other...

If you have above 10k manpower, you're not investing properly. A good player never has many resources.
Larger armies destroy enemies faster without taking damage from them.
Build only: 1 military building in each city, airstrips, and recruiting stations to boost manpower.
Minimize research, 2 unit types early, 6 types in late game. Upgrade old units, but: artillery lv1 to lv2 is a waste, only lv1 to lv4 is worth it.
Enjoy
Hornetkeeper

Yeah it probably is irrelevant and/or averages, I haven't dived too much into it yet as I'm still coding the first step in the combat order, but it's mostly out of curiosity and being accurate programmatically, and yeah when you have to start considering the damage against different classes when stacks >10 I'm not sure I want to rely on averages - but mostly curiosity and my own internal need for "accuracy"

Post a Reply

Please log in to post a reply.

Back to Questions and Answers
Quick Launch