Sistema de Combate
Related subjects:
Battles between players are explained here. Attacks against sentinels are treated in this article.
Contenido
El sistema de batalla
A 'batalla comienza, cuando se envía un héroe con su horda de guerra a un palacio o un héroe de otro jugador en un '"saquear" misión. En el momento en el que se realiza el pedido, el defensor recibe un informe. El informe contiene información sobre cuándo y donde, presumiblemente, será atacado. El héroe que ataca ahora necesita un cierto número de pasos, dependiendo de la TPA de la horda en el héroe y la distancia hasta el objetivo, hasta que llega a la meta y comienza la batalla real.
La acción de la batalla se organiza en fases (rondas de batalla). En cada ronda de batalla, todas las criaturas, tanto las del agresor y los de la defensa, el ataque exactamente una vez. De esta manera, el ataque, la defensa y la vida-puntos y bonificaciones-de las partes se cuentan unos contra otros (para más detalles, véase ejemplo de batalla ). Los principios básicos correspondientes se especifican en las siguientes secciones.
La batalla termina cuando una de las partes posee apenas el 30% o menos de su horda originales.
Prior to the battle
Objetivos seleccionables
Es posible atacar héroe es de pie en un campo libre, moviéndose héroes no pueden ser atacados. Si un héroe es atacado cuando varios héroes están de pie en su campo, todos los héroes aliados toman unirse a la batalla y defender de forma conjunta. A Pegasus-héroe sólo puede ser atacado mientras éste se encuentre en un palacio.
Palacios también pueden ser atacados. Todas las criaturas que defienden, tanto dirigido por el héroe o no, reciben bonificaciones a sus valores a través de la Manto de Piedra y Torre de Cristal del palacio atacado.
Objetivos adecuados
En primer lugar el agresor debe buscar una víctima adecuada. Dos importantes condiciones deben cumplirse para que: En primer lugar la víctima debe tener un mínimo puntaje propuesta por el [sistema [de clase]]. Por otro lado también quiere ganar, por lo que usted en segundo lugar, debe estimar los efectivos correctamente. Una vez que haya seleccionado un [sistema de clases [|] azul o verde marcada] víctima adecuada a la primera condición, se tiene en cuenta, que el héroe o el que el palacio que deseas attaqck. Además, por lo tanto usted debe saber lo siguiente, así como sea posible:
How strong is the defender?
In order to attack a player, you have two possibilities as a basic principle: You can either attack one of his palaces or one of his heroes. Therefore it must be guaranteed first of all, that you generally can attack this player. Before the actual battle, you can spy on the chosen victim if required . By doing this, you will get useful information about its troop strength, but you will simultaneously warn the victim however. Moreover you do not see the creatures in the secret caverns, that the defender can yet fetch until the final attack of its palace.
In the following table, the units are listed line by line, which fight in the respective battle mode (attack on palace or on a hero) on the defender's side. Thereby you should respectively find out many of the values indicated to the right in order to be able to calculate the battle well.
(Explanation: The table is written from the point of view of the defender.)
Defense of palace | Defense of hero | Bonuses Applied to Creatures |
---|---|---|
Defender's Palace | Defender's or Allied Player's Palace in the same Valley | Increased values for all defender hordes through: Crystal Tower (+ 80 points*step bonus on attack), Stone mantle (+ ca. 0.55% per step bonus on life) |
Defender's heroes on the palace (also Pegasus-heroes) |
Defender's heroes in the same valley (except Pegasus-heroes) |
Quantity and type of the creatures in the horde of the heroes, status points of the heroes (+ x% defence and life on the horde of the respective hero) |
Defender's or allied player's heroes in the area with status area defence |
Quantity and type of the creatures in the horde of the heroes, status points of the heroes (+ x% defence and life on the horde of the respective hero) | |
Defender's or allied player's heroes on the palace with valley defence | Defender's or allied player's heroes in the same valley with valley defence | Quantity and type of the creatures in the horde of the heroes, status points of the heroes (+ x% defence and life on the horde of the respective hero) |
Eventually, also creatures without hero and/or war camp, will join the battle, please find more information beneath the table |
- Creature without hero
- Defending a palace : Creatures that are located at the palace, but are not assigned to any hero will also join the fight. They receive the palace and item bonuses, but no bonuses associated with any heroes that are stationed at the palace.
- Defending a hero : Creatures can only be located on a hero or in a palace, they cannot stand alone in the empire. If a hero is attacked while stationed in the same valley as one of the players palaces, the creatures in the palace will join the fight. Once again, while the creatures on the hero will get the benefits of the palace, item bonuses, and hero stats, the creatures that are just located in the palace will only receive palace and item bonuses.
- War camps joining the battle
- Defending a palace : A war camp always joins the fight, if the leader of the war camp would join the fight (i.e. if it is the war camp leader's palace or the war camp leader is on area defense). If another hero in the war camp owns the palace or is on area defense, but the war camp leader however does/is not, the hero will not join the fight.
- Example
- Hero X is the leader of a war camp and defends a palace: The entire war camp will join the defence.
- Hero Y is in a war camp and would defend an allied palace in the zone, but since the leader of the war camp (Hero X) is not set to defend (i.e. he is not allied, not on area defense), the entire war camp will not defend including Hero Y.
- Defending a hero : If the hero is in a war camp, the entire war camp will join the fight. The battle is fought as if the leader of the war camp was attacked.
The values of the aggressor are calculated by means of the horde of the attacking hero, of the status points of the hero and the attack bonuses and life bonuses of items.
Possible bonuses
In addition to the strength of the hostile army, you always have to consider that the opponent might have activated on or several of the following bonuses. Among them count:
- Battle bonuses of Items (percentage increase of the respective value)
- more attack
- more defence
- more defence against the opposing mindedness
- more life
- Battle bonuses through the dragons (might feature)
- 10% more attack (BoohRumK KáA)
- 10% more defence (Sal Kó MaAKk)
- 10% more life (Sal Kó MaAKk)
- Battle bonuses through the use of potions (Troll only)
% of bonus varies by potion level and runes spent.- Attack (Etching Acid)
- Defense (Bark Moonshine)
- Life (Fountain of Youth)
- Bonuses (in the broader sense) through status points of the hero
Last uncertainty
Also in the unlikely case that you know the battle horde and the bonuses of the opponent, the final outcome of the battle or the exact height of the losses remains uncertain. It was never documented an "end of a battle in a draw" with equivalent armies in spite of numerous attempts , which is a sign of either a not yet well known rule for the last battle round or for a chance component. Consequently you should never calculate too tightly if you want to win.
During the battle
To predict the exact outcome of a battle, a protracted calculation is required (see battle example), for which in the normal case not all the needed values are known. Thus the frame drafts are supposed to be explained here predominantly, by which the understanding of the battle example will be eased.
Battle values
The creatures differ in the following battle values:
Attack:: Indicates how much damage the creature does during an attack per battle round. Defence:: Indicates how much damage the creature does in the case of defence per battle round. Life:: Indicates how much damage a creature can endure. The more damage a creature has received, the less damage it causes in later battle rounds. speed (TPA): TPA stands for "ticks per area", consequently the amount of ticks a creature needs in order to hike through an area or to reach a target in an area. The speeds of the creatures vary between 2 TPA and 5 TPA.
Course of the battle
As described already in the introduction briefly, a battle is organized in rounds. However, each round consists in three sections which are executed in rotation:
- Ascertainment of the total damage caused by both parties.
- All attack points of the aggressor (with bonuses added up) count as a damage against the defender
- All defence points of the defender (with bonuses added up) count as a damage against the aggressor
- Ascertainment of the total life points of both parties
- At first, the life points (LP) of the different unit groups (total LPs of all goblins, total LPs of all unicorn carts etc.) are calculated separately for both sides respectively. Unicorn carts have a special status here (see battle example) so that they become less injured than other units.
- Moreover the total LPs of all units of both sides are calculated.
- By dividing the amount of LPs of the groups by the total LPs, one obtains the contingent of the total LPs of each group. This will influence the damage distribution on the groups later on.
- Distribution of the respectively hostile damage on the units of both parties
- The LP contingent of every single unit group is multiplied with the total damage, that was added to the party. This respectively yields the damage that is added to the relevant group.
- The amount of lost units subsequently is calculated for each group and is drawn-off the horde. Therefore, the damage against the group is divided by the life points per unit (including reinforcement).
For this purpose, all bonuses and upgrading in terms of heroes, items and building are considered from the very first. After these three steps are performed, they start over until the battle is concluded.
Battle end
The battle is concluded if one of both sides has left no more than 30% of its original army; this side has then lost the battle. In a battle round, the battle cannot be interrupted, a running battle round always has to be concluded first. Not until the battle end, the marred or injured units die (i.e. rounding).
If the defender wins, nothing more happens than all heroes get experience for the lost units. If the aggressor wins, he receives in addition one part of the raw materials available in the target.
In conclusion, a portion of the creatures who perished as part of the battle are sent to the shaman hut. The portion is dependent on both the server played and whether the hero was in a Warcamp or not. For exact percentages see the table below:
Troops Returned to Shaman Hut | ||
---|---|---|
Type | Troll | Dwarf |
Hero Solo | 80% | 90% |
Hero in WC | 70% | 90% |
Strategies and tips
Adjust hero attributes, effects and creatures
The creature are to be subdivided basically in two categories, on the one hand the ones with many life points and on the other hand those with high attack value and defense value.
The effects that reinforce creatures (e.g. the hero attributes), act as a percentage and consequently more strongly in higher values.
Use advantages and disadvantages of the creatures
Each creature, with exception of the unicorn cart, the dragon egg and the storm fairy, have a strong and a weak advantage as well as a strong and a weak disadvantage. Please find more information on this in the wisdom. The advantages are calculated after the damage distribution. In other words, once the percentage of damage is calculated for that type of creature, then the additional advantage or disadvantage is applied.
- Example
- Creature A has 1 attack point, 1 defense point and 10 life points, and
- creature B has 2 attack points, 2 defense points and 20 life points.
If now 1000 creatures A fight against 500 creatures B and on no side the creatures are reinforced, the battle ends in a draw. If now in the same battle both sides have an identical hero, who reinforces the creatures, the 500 B creatures win. This has to do with the fact that hero bonuses influence more strongly more powerful creatures. (For those who want to know more: in the formula, a small power is incorporated)
Remark: This example actually is discussed .
Tips for the creatures
The prerequisites for the creatures and their battle values are described in the wisdom as well as at the respective Wiki page. The creature's values and costs are listed in addition in an external table: Wesentabelle
The creatures are conjured in the Xhodotorian Cocoon or in the Breeding Pit. The higher these buildings are expanded, the faster the creatures can be conjured. The room, that a unit requires while conjuring and in the secret cavern is determined as following:
Room= costs of mana of the unit * 4
Newly summoned creatures are to be found in the palace courtyard. Creatures must be assigned to a hero if you would like to move them.
On the hero's side, you can click onto the hero on the hero to assign or to remove creature around him. For moving you launch the hero, all the creatures that are assigned to him will accompany him then. Creatures that are not assigned to any hero defend the palace in the case of a direct attack. On the other hand creatures in the secret cavern do not join the battle and cannot be assigned to any hero.