Yep you are right if you see the whole it means that a much stronger unit will be a lttle bit better in a single battle.
“Slightly” It is a HUGE difference!!!!!!! From 21.8% chance to losing the battle to 0.16% chance of losing the battle. That’s 136 times the chance.!!! Probability will mean it’ll last 136 times more battles, and in that time the unit will level and get even stronger. After those 109 battles it’ll be even more unbeatable. And the AI doesn’t know how tocompensate for it, it will just throw more cannon fodder not realizing it doesn’t have a chance.
I donn’t know about you, but I don’t want my st4 unit to be guaranteed victory against a strength 3 unit. It takes the fun out of it. I think 78% chance of victory sounds more reasonable then 99.8
However it will be fairer in following examples:
5.01 vs 5
normal 100hp combat:
62.4% winchance for the stronger unit
average 42,6% hp left after win
so 62,4%*42,6=26,571%hp
What type of example is that? I didn’t even know there was a 5.01st unit. The difference is insignificant, and barely noticed in calculations. That is a mutual destruction scenario. Hence in mutual destruction scenario when you are doing large amounts of damage per hit then each blow does more, so if the survivor wins by 1 blow, then it’ll have more leftover hitpoints. While if each blow does less damage, then the resolution is greater, so in a mutual destruction scenario the survivor will e nearly dead.
Oh and one more thing since you are guarented to get damage you will be weaker in the next battle. In the old system it is very likly to get no damage and thus fight the next battle with full power.
In one situation with larger amounts of damage per hit (eg 15 damage per hit) he could possibly he could have 50% chance of 0 damage, and 50% chance of 15 damage. On the other side, with finer resolution he could have 5, or 6, or 7, or 8 damage. Sure, he has a chance of not getting any damage, but he also has a just as much chance of receiving one blow, which does more damage then the average damage he would receive in a 1000 hp scenario.
There are two unwanted factors in combat. One is the significant jumps which come from changing the number of hits required to make a kill.
http://www.civfanatics.com/civ4/strategy/combat_explained.php
this causes jump points in probability when the number of required hits to make a kill changes, and also the number of round losses you will survive through changes. This is unwanted, and I support the project to remove these significant jumps (eg huge change in combat odds compared between 1.38 and 1.39 ratio)
then the other factor is the probability of a weaker unit beating a stronger unit (I think you shouldn’t have nearly guaranteed victory unless you’re near twice the strength, not when only being slightly stronger)
the number of combat rounds drastically changes the effect of randomness.
Let’s take a 6 sided die.
The chance of getting a 5 or higher=2/6=33%
Now increase the number of rolls (combat rounds)
The chance of getting 10 or higher on 2 dice
=4/36=11.11%
The chance of getting 15 or higher on 3 dice
16/216=7.4% chance
The chance of getting 20 or higher on 4 dice
32/1296=2.47%
See as you increase the number of rolls (combat rounds) you change the probability of winning/losing. Sure the 5vs 5 is the same, it’s a 50-50 chance, but it changes the graph of how fast the odds change with combat ratio changes.
What you are effectively doing is making battles more Boolean, which unit is stronger will win.
the AI can not adapt to the new combat rules. An AI strength 3 unit will attempt to take on a strength 4 unit, as it knows it has 21.8% chance of winning, which is worth a go if someone doesn’t have a reserve defending the city.
But a single 3st AI unit won’t normally bother attacdking a single st6 unit because the chance of success is under 1%. So the programmers have made the AI evaluate opponents on the standard combat system, st3 will attack st4, but won’t bother attacking a st6.
Now changing the combat to a 1000hp system changes the odds of a 3Vs4 battle to the same odds of a 3Vs6 battle in the 100hp system. But the AI doesn’t know about this change to make combat more Boolean. So it’ll attack anyway thinking it has a chance, but not knowing that it’s total suicide.
The combat can not be fixed by increasing the number of rounds!
using floating points or other methods could be tried, but the number of rounds should not change. otherwise we change the whole combat system