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January 12th, 2004, 07:37 AM
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Private
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Join Date: Oct 2003
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Re: Alexander\'s ever-expanding Tome of Knowledge
I think that pretty much anyone knows that Elite Warriors/Swamp Guard are superior to other C'tis infantry (especially falchioneers who pretty much suck unboosted, imo). But what we are discussing is Alex's Growing Fury -scenario. So, in other words both parties would be berserking so mrl and repelling wouldn't be _such_ big issues plus the falchioneers would get the needed boost to their attack skill. Considering that they're cheaper goldwise I'd really appreciate if someone ran the simulation with these changes.
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Veni Vidi Visa - I came, I saw, I did some shopping
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January 12th, 2004, 07:55 AM
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Major General
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Re: Alexander\'s ever-expanding Tome of Knowledge
Quote:
Originally posted by Windreaper:
But what we are discussing is Alex's Growing Fury -scenario. So, in other words both parties would be berserking so mrl and repelling wouldn't be _such_ big issues plus the falchioneers would get the needed boost to their attack skill.
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Hmmm... morale changes. Attack does not, since magical berserks give berserk level 0. Thus, they would no longer be repelled, but they'd still miss a lot.
I reran it with morale maxxed for all units:
Deathmatch Power Ratings for 10000 rounds:
CT Militia ------------------ Wins: 6.4% Power: 99 Overall: 191
CT Light Inf ---------------- Wins: 32.7% Power: 570 Overall: 588
CT City Guard --------------- Wins: 56.4% Power: 1209 Overall: 1080
CT Heavy Inf ---------------- Wins: 64.4% Power: 1549 Overall: 1341
CT Falchioneer -------------- Wins: 54.0% Power: 1125 Overall: 987
CT Slave Warrior ------------ Wins: 37.3% Power: 671 Overall: 652
CT Elite Warrior ------------ Wins: 55.2% Power: 1166 Overall: 1000
CT Runner ------------------- Wins: 27.4% Power: 463 Overall: 494
CT Swamp Guard -------------- Wins: 87.7% Power: 4421 Overall: 2947
CT Serpent Dancer ----------- Wins: 73.5% Power: 2120 Overall: 1461
CT Sacred Serpent ----------- Wins: 55.1% Power: 1164 Overall: 1045
Average --------------------- Wins: 50.0% Power: 1323 Overall: 1071
Median ---------------------- Wins: 55.1% Power: 1164 Overall: 1000
...........
Gauntlet Power Ratings for 10000 rounds:
CT Militia ------------------ Wins: 20.6% Power: 337 Overall: 506
CT Light Inf ---------------- Wins: 42.5% Power: 794 Overall: 828
CT City Guard --------------- Wins: 54.9% Power: 1157 Overall: 1039
CT Heavy Inf ---------------- Wins: 58.5% Power: 1289 Overall: 1107
CT Falchioneer -------------- Wins: 52.8% Power: 1087 Overall: 1000
CT Slave Warrior ------------ Wins: 43.8% Power: 827 Overall: 848
CT Elite Warrior ------------ Wins: 54.7% Power: 1150 Overall: 1040
CT Runner ------------------- Wins: 37.4% Power: 672 Overall: 747
CT Swamp Guard -------------- Wins: 70.2% Power: 1876 Overall: 1386
CT Serpent Dancer ----------- Wins: 64.8% Power: 1570 Overall: 1254
CT Sacred Serpent ----------- Wins: 49.9% Power: 997 Overall: 952
Average --------------------- Wins: 49.9% Power: 1068 Overall: 973
Median ---------------------- Wins: 52.8% Power: 1087 Overall: 1000
Not much different - both Falchion units improve a bit. Spear and Trident units drop slightly. But still, City Guard beats Elite Warriors and Falchioneers, plus is more durable (prot=14) and arrow-resistant (shield). And cheaper in gold then either of them (midway in resources).
Here's the new 1-on-1:
'CT Elite Warrior' versus 'CT Falchioneer' in 40000 bouts.
~ Attacker's Deathmatch Statistics ~
Score: ---------------------- 468
Wins: ----------------------- 46.86%
Losses: --------------------- 53.15%
Kills per battle: ----------- .47
Kills per round: ------------ .31
Deaths per battle: ---------- .54
Life expectancy (rounds): --- 2.44
Life expectancy (battles): -- 1.57
Avg. Rounds Elapsed: -------- 1.57
Avg. Rounds to Win: --------- 1.58
Avg. Rounds to Lose: -------- 1.55
Hit Rate: ------------------- 66.63%
Evade Rate: ----------------- 40.98%
Damage done per swing: ------ 3.66
Damage done per hit: -------- 5.49
Damage taken per hit: ------- 8.26
Hit damage taken per life: -- 20.98
Total damage taken per life: 21.48
Note that statistics are not shown if they are 0% (in this case, repels, ties, timeouts, and poison deaths).
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January 12th, 2004, 09:25 AM
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Corporal
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Join Date: Sep 2003
Location: Finland
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Re: Alexander\'s ever-expanding Tome of Knowledge
Quote:
Originally posted by Saber Cherry:
'CT Elite Warrior' versus 'CT Falchioneer' in 40000 bouts.
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Hm, who hit who first? I.e. Did the EW or F get her attacks in first? There's a good probability that this means game'n'match in these kind of statistics.
Can the tests be run like F vs. EW?
- Humer
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January 12th, 2004, 10:10 AM
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Major General
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Re: Alexander\'s ever-expanding Tome of Knowledge
Actually, I have it flip a coin before each battle to see who goes first. With an average battle Lasting 1.57 rounds, going first is very important=) This way each goes first about half the time. In a real (Dominions) battle you never know who will get the first hit.
In other words, the results are always symmetric, though some results (like repel rate) only apply to the attacker, and you have to run the reverse battle for it to show up. But win% becomes lose%, and hit% becomes evade%, etc.
[ January 12, 2004, 08:12: Message edited by: Saber Cherry ]
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January 12th, 2004, 10:52 AM
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Re: Alexander\'s ever-expanding Tome of Knowledge
I'm pretty surprised you didn't throw in the "Way too many skeletons" for the C'tis.
Since Sauromancers have 1 Nature, 3 Death, 1 Random they can chain summon undead. You can even have 1 use relief with a nature stick and the random in Nature. If you don't have your Communion lizards ready.
Or the Eagle Eye, Shadow Bolt which hoses everything but undead in a bad way, especially SCs.
Or the ever fun Rigor Mortis/Relief fest.
C'tis has alot of goodies. 
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January 12th, 2004, 03:31 PM
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Second Lieutenant
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Re: Alexander\'s ever-expanding Tome of Knowledge
>I'm pretty surprised you didn't throw in the "Way too many skeletons" for the C'tis.
>C'tis has alot of goodies.
Heh, I'll get to it. I have about 200 more topics to get to eventually. 
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January 12th, 2004, 03:39 PM
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Second Lieutenant
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Re: Alexander\'s ever-expanding Tome of Knowledge
>But still, City Guard beats Elite Warriors and Falchioneers, plus is more durable (prot=14) and arrow-resistant (shield). And cheaper in gold then either of them (midway in resources).
This is why you must be careful with the combat program. The City Guard really isn't a very good unit in practice.
#1 Their weapon doesn't do enough damage versus heavy armor, which many players will choose.
#2 The 9 morale is a disaster until you have Growing Fury.
Most players would be better off massing C'tis light infantry, which look horrible under the stats, but have javalins and have an easier time with morale do to large numbers (from low production costs).
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