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Regiments equip - weapons, armor, banners

Discussion in 'Tactics & Strategies' started by Candle, Jun 20, 2017.

  1. Candle

    Candle Active Member

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    Trying to summarize related posts from old forum and my own experience here.

    Weapons: Crit vs Lightning
    Sometimes choice is obvious:
    - Truth Brigade - theirs special always crit on already damaged enemy, so - best choice is 10% crit weapon with max crit damage
    - Mages (Savant/Forbidden) - already doing magic-type damage, 30-50% of their hits are AoE Nova, so no any benefits from using Lightning weapons at all
    - Faeries, Shamans, 2-Skulls - magic damage again, often (20-30% time by my experience) use theirs special, so Lightning weapon bad choice too
    - Archers (Lela's and Caenfort) - using theirs RoF in 80% of my fights, Lightning damage not added to RoF, but crit - seems to do (still dunno if bugged or intended), but anyway - crit weapons way better option for archers
    - low-level regiments (e.g. 2-stars with 127 soldiers) - guaranteed extra ~800 (150-1500) damage per hit (in average) like nothing, since such regiment doing ~10k damage/hit already, while 20k crit can make wonders and change battle outcome from definite Defeat to flawless CV Win

    Rest - mostly melee units above 3-stars - Lightning seems better, only problem it's rarity - I'm seen legendary/mythical melee weapons with Lightning damage only in screenshots posted by other players :(, but definitely will use these if get any.

    Weapons: Crit chance vs crit damage
    - If you like to rely on crit damage and redo same battle dozen of times - yours choice weapon with 10% chance, but max damage :)
    - If you like to do crits in kinda every battle (with 2-3 retries) - you already choose max crit-chance weapon and don't need my advice
    - too lazy to redo all math regarding overall crit damage in long term, and post it here, but I'm choose to use weapons with 3-4h highest crit chance - e.g. 21-22% Legendary (4-stars) are better than 27% ones

    Banners: Crit Chance vs Offense
    - Regiment damage doesn't depend on Offense in exactly linear way, it's more like "stairs" - I seen sometimes full-decked 3*** Crossbow do ~same damage as full-decked 4**** Archer with similar damage, but almost twice-higher Offense.
    - looks like these "stairs" steps are kinda 0.5x, 1x, 1.5x, 2x, etc. for normal hits and 0.5, 0.75, 1.25, 1.5, 1.75... for crit damage
    - Warlords opinion about best banners I read quite split - most prefer max Off and no crit, others suggest 3-6% crit, and even 15% crit which altogether with 30% crit weapon (so 45% crit chance total) lets you crit in every battle (with some redoing it ofc)
    - I'm prefer 3% crit banners and counting 0% and 6% as very good

    Armor: Physical vs Magic Defense:
    - Here most Warlords agree that Physical Def armor much better than Magic Def
    - And copy-pasting my old response regarding Armor type influence on Army Power:

    No, as I'm mentioned in some other topic(s) - max phys armor and max off banners are best for pushing yours AP higher and weapons influence rather negligible (doesn't matter if it crit or lightning weapons).

    Tested right now.
    Mages - 355 soldiers with 73 HP:
    baseline/stripped (48 magic def armor) - 274170 AP
    736 phys def armor - 279937 AP: +5767 AP, or ~7.34 AP per point of phys def
    280/840 armor - 279294 AP: +5124AP, using AP per point of phys def calculated from above (5124-280*7.34)/840 = ~3.49 AP per point of magic def

    Not 100% accurate cause 48 magic def from "baseline" armor not taken into account, but you see a figure: ~7.34 AP/point for phys vs ~3.49 AP/point for magic.
    Don't have low phys-only and high magic-only armors to make more precise calculations.

    Riders - 355 soldiers with 77 HP:
    baseline/stripped (30 magic def armor) - 271366 AP
    1120 phys def armor - 277167 AP: +5801 AP, or ~5.18 AP per point of phys def
    420/526 armor - 275058 AP: +3692AP, using AP per point of phys def calculated from above (3692-420*5.18)/526 = ~2.88 AP per point of magic def


    P.S: Hmm. different AP/def ratio for different regiments bit unexpected for me [​IMG]
    Maybe need to redo my math to somehow take into account regiments base armor too, but no idea how to do it.
    Only game devs know exact math, we only can make some assumptions based on our tests [​IMG]
     
    IceArms and Lesterio like this.
  2. Lesterio

    Lesterio Active Member

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    Personally I prefer pure offense banners :cool:
    If you are a gear swapper than consider that a pure offense banner contributes slightly more to your army power than a banner with some crit chance. It means that removing a banner with pure offense will make you closer to 3-4S battles;)
     
  3. Candle

    Candle Active Member

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    I'm intentionally don't touch/repost "gear-swapping" stuff, since counting it's as "temporarily-allowed xploits" and hope InnoGames will fix/change it some day :D
     
  4. Lesterio

    Lesterio Active Member

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    Oups, my bad:oops:
    I deserve a fish-slap;)
     
  5. Gottspieler

    Gottspieler Active Member

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    Pretty close but the recently published AP formula has a little different information on Impact of Equipment on AP:
    • Weapons:
      Not negligible: AP higher, the higher the average weapon dmg, which is highest with low chance crit weapons (10% crit) and by far lowest with lightning weapons (30% chance 640-6400 dmg lightning weapon counts like 30% crit chance 6400 crit dmg lightning weapon which is nothing in comparison with equally strong crit weapons)
    • Armor:
      Formula for Defense multiplier: 2(1/phys + 1/mag) --> mag and phys are equals
      AP rather depends on base defense stats of the regiment: Balanced defense stats as an outcome come with highest Army power
      Imagine you can choose between three types of armor: 100/200, 150/150 and 200/100 (phys/mag)
      --> Regiment with base stats 100/200 gets highest army power from armor with 200/100
      --> Regiment with base stats 200/100 gets highest army power from armor with 100/200
      --> Regiment with base stats 150/150 gets highest army power from armor with 150/150
      The big joke is that depending on the regiment and depending on the defense type, armors additionally offer different values of defense. E.G. Epic Pike armors:
      --> pure physical: 0/345 (Durable Phalanx Ringmail)
      --> pure magic: 288/0 (Heavy Impaler Ringmail)
      So this is quite complex actually
    • For banners it's also a bit complicated since chance banners additionally interact with the weapon's damage and thus influence army power both through offense and crit chance. Means that the influence of a banner depends also on the type of weapon a regiment wears since 9% crit chance boost weapon damage a lot more if a low chance crit weapon is equipped
     
  6. alexbb

    alexbb Active Member

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    This is interesting... I've tried now, and changed some gear from the army that I don't normally use, and some of my existing pvp battles changed from 2 skulls to 3 skulls, even without reload. How is the skull level determined? Based on total AP? This would mean that for a maximum efficiency on pvp seasons, best would be to have only 5 units with strong gear, and all the rest with the poorest gear and minimum upgrades.
    I do agree this is not ok, and would like to see it balanced somehow, but in the same time I feel it is unfair to try and keep it 'hidden' from other players. (maybe this can be fixed by only calculating the AP for 5 units, instead of all?)
     
  7. Gottspieler

    Gottspieler Active Member

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    That's what trophy hunters do, look:
    What you just found out is also referred to as gear swapping. This way, warlords manage to achieve up to 2000 trophies per season which wouldn't be possible otherwise.
    The reason why some don't want to mention this too much is because with the upcoming changes, this method will be a thing of the past anyways :)
     
  8. Gottspieler

    Gottspieler Active Member

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    About T'rut's Brigade: I actually also really like their combination with lightning weapons. The ability guarantees a jump over for every regiment in the enemy's army. It must be amazing to see your lightning rush through all 5 of your enemie's regiments. At least it was really annoying to face one since he always destroyed my trees too :confused:
     
  9. alexbb

    alexbb Active Member

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    Tested this only by removing the gear from non-primary units. Now most of my pvp fights are 3 skull especially if I re-roll 1&2 skulls, and pretty often I'm getting a 4 skull pvp as well. Difficulty looks more or less the same, challenge is to get CVs. I don't 'swap' the gear from the main units so it's obvious that if someone would aim to be a trophy hunter, he should minimize his upgrades & gear for units that will not be used in fights. For current season I'm in 2nd place, let's see if I can keep up the pace with the big league. Anyway, first time might be fun, but I don't see myself doing it again...
     
  10. Gottspieler

    Gottspieler Active Member

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    Oh wow, that's impressive! I get the feeling that pvp battles have generally gotten more skulls for me in the last days... I got my first 4S pvp a while ago and loots of 3S without touching any gear :eek:
     

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