Thursday, August 30, 2012

Good Combat Speed Defender

Battle at (188,131)Aug 30, 07:39 AM
Report No: 1847140

Attackers (S,,,,y)
Knight Combat Skill: 255
Attack Boosted: 20%
Defense Boosted: 20%
Throne Room Bonuses:
Defense: 125%
Life: 52%
Combat Speed: 12%
Range: 26%
Attack Debuff: -12%
Defense Debuff: -440%
Infantry Combat Speed Debuff: -12%
Reinforcement March Speed: 25%
Reassign March Speed: 25%
Troop Training Speed: 134%
Wood Production: 90%
Ore Production: 140%
Chance to Find Items in PvP: 5.5%
Attack Results:
(193,132) undefined
TroopsFoughtSurvived
Ballista250,0000
Defenders (Poooooos) Winner
Knight Combat Skill: 255
Attack Boosted: 20%
Defense Boosted: 20%
Throne Room Bonuses:
Attack: 35%
Life: 130%
Combat Speed: 377%
Range: 8.5%
Defense Debuff: -35%
Life Debuff: -52%
Combat Speed Debuff: -17%
Range Debuff: -44.5%
Load Debuff: -45%
Infantry Combat Speed Debuff: -17%
Horsed Combat Speed: 8.5%
Horsed Life Debuff: -17%
Siege Combat Speed: 60%
Siege Range: 25.5%
Troop Training Speed: 211%
Wood Production: 240%
Ore Production: 240%
Defense Results:
Rounds: 2
TroopsFoughtSurvived
Pikeman200,000200,000
Cavalry845,296805,296
Heavy Cavalry466,561466,561
Ballista200,000200,000

Saturday, August 25, 2012

INCREDIBLE ATTACK!

Battle at (634,749) Aug 18, 01:51 PM
Report No: 47910666
Attackers breached the walls.

Gold 9,012
Food 91,052
Wood 9,002
Stone 9,013
Ore 8,814

Attackers (ChaosNyte) Winner
Knight Combat Skill: 255
Attack Boosted: 20%
Defense Boosted: 20%
Throne Room Bonuses:
Attack: 25%
Defense: 633%
Life: 189%
Combat Speed: 12%
Range: 15%
Accuracy: 0.66%
Attack Debuff: -199%
Defense Debuff: -55%
Range Debuff: -77%
Load Debuff: -33%
Accuracy Debuff: -0.33%
Ranged Life: 8%
Horsed Attack: 39%
Horsed Life: 55%
Horsed Accuracy Bonus: 0.22%
Siege Attack Debuff: -47%
Attack Results:
(140,722) undefined
Troops Fought Survived
Heavy Cavalry 1,000 721

Defenders (BloodNyte)
Knight Combat Skill: 195


Throne Room Bonuses:
Life: 70%
Range: 59.5%
Load: 26%
Attack Debuff: -207%
Infantry Defense: 55%
Ranged Range Debuff: -8.5%
Horsed Defense Debuff: -17%
Siege Range: 25.5%
Troop Training Speed: 88%
Food Production: 66%
Wood Production: 132%
Defense Results:
Rounds: 77
Troops Fought Survived
Archer 100,000 0
Supply Wagon 30,000 0

Friday, August 24, 2012

The RAM Rumor

This info forwarded by Risk-Harm to me

I assume about everyone has seen the information that has been spread around the domains like some sort of virus on crack how rams will change the battle results when defending with ponies against a high range player.

Just wanted to clarify a couple of points to save some unnecessary troops loss time/wasted.

1. Rams have a base range of 600, this is a lot less than cats/balls/archers but considerably more range then the rest of the troops.

2. Rams come in after HC in the order that troops will be killed due to the fact they are "special" troops and not just ordinary siege.

So... what does adding rams to your LC/HC defence do when someone is attacking with siege/archers......... absolutely nothing! Please do not waste time training loads of rams to send as reins.

So...... where are they useful? Well sending 1 (yes that is correct, 1 only is needed to give exactly the same effect as if you sent 200k or more)to reinforce with your ponies will have the effect of setting range and stopping that pesky problem where a higher ranged person starts sending cav and killing off the pony reins 2:1.

Take home message...... 1 ram only is of use in reinforcing with ponies (it is preferable to sending 1 cat/ball/archer as these are killed off easily due to the order in which troops are killed, the ram will stick around until the ponies are dead.) Please do not send loads, if they do break the defence then they are just dying uselessly giving them glory and wasting days/weeks of training time for you.

Of course rams are slow assed things so in a lot of circumstances they won't make it in time to be of use anyway, but if there is time or you are close then it is a good thing to send a wave with the ram in it and rest HC.

Hope that helps clear up some myths that are bouncing about the domains.

Thursday, August 23, 2012

A 1 INFO



life is better on defense.. life debuff on attack

it's usless to have a lot of speed when your troops are weak.. like a sick soldier in a wheelchair w 60m/hr speed lol


You want more on attack if the bonus is on attack and more defense when it's on defense like 70/30

ratio

i've seen an attack of 250k hc's w 1200 defense and 99 life.. wipe out 500k cav's, 300k HC's and thousands of ground troops and half of it still survived

if your attacking w hc's against reinf of horses and ground troops.. use defense and attack not combat speed

when attacking w archers.. attack with high range and accuracy is the key.. you want to make max kills on your free rounds.. then you're dead when they reach you

When using LC as home defense use defense, life, combat speed, attack debuff... in that order


life debuff affects your attacker only.. better to put your own life for hit points and it will only take effect when you hit them.. not when they're firing on you on free rounds

make your presets, one for defense, and one for for attack when not relying on range or CS.

When using swords and pikes use infantry boosts, defense, attack and again, accuracy is a vital key.

No, speed and range will not work on pikes and swords, they need to be strong and accurate.

Wednesday, August 22, 2012

Buff/Debuff Caps charts


COMBAT SKILL BUFFS
stat ************* max buff ******** Max debuff
Attack *********** 800% ************ -25%
Defense ********** 4000% *********** -25%
Life ************* 200% ************ -50%
Speed ************ 300% ************ -50% (combat speed)
Range ************ 150% ************ -25%
Load ************* 500% ************** 0%
Accuracy ********* 1 *************** -0.1 **** listed in points final value nust be between 0.1 and 2.0
Accuracy ********* 100% ************* -10% **** listed as a percentage

MARCH BUFFS:
Attribute ********* Buff Cap **** Debuff Cap *** Explanation
March Size ********* 150% ******* none ********
Marching speed **** 500% ******** -10% ******** debuff must only apply to combat speed???

CRAFTING BUFFS
Attribute ********** Cap ************* Affect
Crafting Success **** 25% ******* I've never actually seen this one.
Crafting Speed ****** 200% *******

SPEED BUFFS
Training Speed ****** 4000%
Construction Speed *** 600%
Research Speed ******* 400%
Resource Production * 2000% note this buff is applied AFTER all other boosts and bonuses

RESOURCE BOOSTS: Affect resource usage and production
Attribute ********* Cap *** Explanation
Upkeep ************ 33% **** Reduce Troop upkeep
Storehouse Cap ** 1000% **** Increase the amounts protected by the storehouse.
Resource Cap ***** 200% **** Increase the amount of a resource a city can have and still have fields produce more. Aetherstone cap ** 200% *** increases the limit on the amount of aetherstone you may keep in each city.

MISCELLANEOUS BOOSTS:
Attribute *** Cap *** Explanation
Item Drop **** 20% *** increase your chance to find items when you win in combat
Morale ******* 50% *** increase your morale up to a maximum of 100

KNIGHT SKILL BUFFS === Note: I have never actually seen any of these buffs in the game.
Skill *********** Cap ********* Affect
Combat ********** 255 points - Increases cities attack and defense skills and Training Speed
Politics ******** 145 points - Increases cities Construction speed
Intelligence **** 155 points - Increases cities Research Speed
Resourcefulness * 165 points - Increases cities Resource Production

Thursday, August 16, 2012

Range vs Combat Speed

Attackers (XXXXXX)
Knight Combat Skill: 242
Attack Boosted: 20%
Defense Boosted: 20%
Throne Room Bonuses:
Combat Speed: 47%
Range: 94.5%
Load: 26%
Accuracy: 0.52%
Bonus vs. Barbarian Camps: 25%
Defense Debuff: -152%
Life Debuff: -138%
Combat Speed Debuff: -25%
Range Debuff: -43%
Ranged Life: 40%
Horsed Life: 95%
Horsed Defense Debuff: -59%
Horsed Combat Speed Debuff: -12%
Troop Training Speed: 112%
Food Production: 40%
Wood Production: 140%
undefined: 15%
Attack Results:
(722,334) TANK
TroopsFoughtSurvived
Pikeman180,0000
Archer100,0000
Defenders (XXXXX) Winner
Knight Combat Skill: 255
 
 
Throne Room Bonuses:
Attack: 40%
Combat Speed: 469%
Range: 30%
Load: 26%
Attack Debuff: -256%
Life Debuff: -6%
Range Debuff: -62%
Load Debuff: -33%
Infantry Attack Debuff: -8%
Infantry Life Debuff: -12%
Infantry Combat Speed Debuff: -17%
Horsed Life: 67%
Horsed Load: 11%
Troop Training Speed: 112%
Wood Production: 180%
Stone Production: 130%
Defense Results:
Rounds: 2
TroopsFoughtSurvived
Scout100,0000
Cavalry273,6630
Heavy Cavalry00
Crossbows10

Wednesday, August 15, 2012

My Own Refrences 2

The Goal is to reach these range units ASAP!!!

When being attacked by someone with +4500000% range :)~ Just turn OFF ALL your range, that means range buff AND range debuff. This will set the base range of the battle to the base range (+ Fletch and the 15% cap) to the unit with the highest range..

* 2040 for Archers
* 2380 for Balis
* 2550 for Cats

** Range Cap = You are limited to +15% over the person you are fighting.. if you have +30% and they have +150%, they will ONLY be allowed to use 15% over what you have, in this case 45% will be active for them.**

*** IMPORTANT:: If you keep your 30% range active, it allows them to use 45% range, with archers, that adds 540 distance to their range.. if you turn your range OFF, it will decrease their range by 360 distance. Lets look at the numbers real quick.
+30% Range OFF = 2040
+30% Range ON = 2400

This point is this... it will take longer for your LC and HC to reach the ranged units if you keep your range turned on.***

OK, now it's time for some numbers :) Don't worry, I'll "show my work" .. LOL

Base Range + 11 Fletch (is 55%) + 15% (range cap)
______________________________________________
Archers = 1200 x .55% = 660 (+ base range of 1200) 1860
Base of 1200 x 15% (range cap) = 180
1860 + 180 = 2040

Balis = 1400 x .55% = 770 (+ base range of 1400) = 2170
Base of 1400 x 15% (range cap) = 210
2170 + 210 = 2380

Cats = 1500 x .55% = 825 (+ base range of 1500) = 2325
Base of 1500 x 15% (range cap) = 225
2325 + 225 = 2550

With all the numbers ran; base range + 11 Fletch and 15% range cap, here are the results:
Archers = 2040
Bals = 2380
Cats = 2550


COMBAT SPEED
From my understanding, I don't think you can reach the range units in the first round (hopefully I'm wrong, someone who knows for sure please let me know)... I think battle goes like this:
Round 1:
Attackers (Cats) get into range and fire on the LC
Defenders (LC) responds to attack
Round 2:
Attackers (Cats) Fire in LC again
Defenders (LC) have reached Cats and kill them all

DEFENSIVE UNITS
Calvary = 1000 x .55% = 1500 (Base Speed, + 11 Alloy Horseshoes)

Now Lets add Combat Speed to the equation:
+20% = 1800 (speed or distance per round)
+30% = 1950
+40% = 2100 (reach Archers in 2nd round)
+50% = 2250
+60% = 2400 (reach Balis in 2nd round)
+70% = 2550 (reach Cats in 2nd round)
+80% = 2700
+90% = 2850
+100% = 3000

HC = 750 x .55% = 1162 (Base Speed, + 11 Alloy Horseshoes)

+20% = 1394 (speed or distance per round)
+30% = 1510
+40% = 1626
+50% = 1742
+60% = 1858
+70% = 1974
+80% = 2090 (reach Archers in 2nd round)
+90% = 2206
+100% = 2324
+110% = 2440 (reach Balis in 2nd round)
+120% = 2556 (reach Cats in 2nd round)
+130% = 2672
+140% = 2788
+150% = 2904

Conclusion:
1. Turn off all range
2. Find Combat Speed items for your TR, and Upgrade them!
3. Adding +Life will allow your troops to get hit more without dying
4. Adding -Attack will make their attacks weaker and allow your LC to get there while taking less damage
OR
5. Adding -Life will make it easier for your LC to kill their range
6. Adding +Attack will give your horses more power and cause more damage
OR
7. Do something else..