UncutDragon
Chieftain
That's exactly the problem - those huge jumps due to the underlying combat mechanics make estimating based on strength alone impossible. I'm tempted to change the mechanics to reduce those anomalies ... but don't know that I want to change things that much ...I guess it will be hard to get a very good fitting formula because of the huge jumps in odds when a single hit more or less decides the battle and small changes in strength can cause large jumps in odds. A fit that works well on average will probably be the best that can be done. If you have some software that can draw some graphs of the odds with higher strength or higher number of first strikes, then you could compare the odds better.

When increasing strength from 10 to 10.01 (the smallest change possible) increases the odds by close to 25%, it makes it impossible to accurately estimate (through adjusting strength alone) the affect of a First Strike that should increase the odds by 13.6% ...
What I should be able to do though is essentially extrapolate it - assume 100X the HP (and 100 FS to balance it), and see what affect it has on odds. Requiring 100X as many hits to make a kill with greatly reduce those anomalies. Then I'll see how well I can fit a formula to that. It'll never be accurate with these anomalies, but it can at least be better than what's there now.
Agreed - though I'm not so sure about using asset value ... but really not worth tinkering with.I've heard about that one. I think you should leave that one in. It's very important in making transport units not the stack defenders.
Agreed - I was just letting you know how it works now. The end effect is the same really, but it's more confusing this way. All I can figure is the thought was immunity isn't so common, so you have to calculate the affect less often this way ...Wouldn't it make more sense to reduce the ranking of defenders (by the inverse of the factor which would be used if the defender had the first strikes) who aren't immune to the first strikes of the attacker while not changing the ranking of a defender that is immune. That would also work when the attacker has more first strikes than the defender. The left over first strikes would reduce the ranking of the defender.
Except that the basis for the algorithm is the strength, so the only way to estimate the affect of FS's is to adjust the strength ... which leads to these 'jump points'. I keep toying with basing it off of #hits needed to kill ... that's really a more accurate measure than strength (even takes damage into account). But that's tricky since the Attackers #hits will also vary with different defenders, so how to do the comparison of two defenders?You're right the effect is less prominent. Adding or removing first strikes cannot cause the well-known "jump points" like other combat modifiers can. Really this should make it easier to take into account the effect of first strikes.
It factors it in the 'normal' way - a unit with say 75% health has 75% of their full strength. And yes, it's also a failing of this algorithm - though I think it's at least considerably more accurate than the FS code!I fear there may be a problem here. I noticed you said it takes damage into account. How exactly? I would expect a mistake they have made is to assume the rank of a defender is proportional to its health (out of 100). This would be problematic because a unit that is half health is worse than a full health unit that is half the strength.
I agree it's not going to be linear - but I'll worry about that when I have numbers to base it on.I'm not very good at coming up with appropriate formulae but the reduction in ranking of a unit should probably depend on something closer to the square of its damage rather than a linear factor.
It's alright, I've already created my own - let's me enter the defender/attacker strength, hp, first strikes then calculates the odds. It doesn't apply bonuses or anything but that's irrelevant anyway (e.g: a strength 9 unit and a strength 6 unit with a +50% bonus are identical as far as combat goes)I don't have that program set up at the moment but if necessary I could dig a bit to find it.