Battle System

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Battles between players are explained here. Attacks against sentinels are treated in this article.

The battle system

A battle begins, when a hero is sent with its war horde to a palace or a hero of another player on a "loot" mission. In the moment, in which the order is placed, the defender receives a report. The report contains some information about when and where he presumably will be attacked. The attacking hero now needs a certain number of ticks, depending on the TPA of the horde on the hero and the distance to the target, until he reaches the target and begins the actual battle.

Go to first section - preparation

The battle action is organized in phases (battle rounds). In every battle round, all the creatures, both those of the aggressor and those of the defender, attack exactly once. By doing so, the attack, defence and life -points and -bonuses of the parties are reckoned against each other (for more details see battle example). The corresponding basic principles are specified in the following sections.

Go to second section - Battle action

The battle ends as soon as one of the parties possesses only just 30% or less of its original horde.

Go to third section - battle end

Prior to the battle

Selectable targets

It is possible to attack heroes standing on a free field, moving heroes cannot be attacked. If a hero is attacked when several heroes are standing on its field, all allied heroes take join the battle and defend jointly. A Pegasus-hero can only be attacked while he is standing on a palace.

Palaces can also be attacked. All defending creatures, both led by the hero or not, get bonuses to their values through the Stone Mantle and Crystal Tower of the attacked palace.

Suitable targets

First the aggressor must seek himself a suitable victim. Two important conditions must be fulfilled for that: First the victim must have a least score given by the class system. On the other hand you also want to win, for which reason you secondly must estimate the troop strength correctly. After you have selected a marked blue or green victim suitable to the first condition, you consider, which hero or which palace you want to attaqck. In addition you should therefore find out the following as well as possible:

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:

  1. Ascertainment of the total damage caused by both parties.
    1. All attack points of the aggressor (with bonuses added up) count as a damage against the defender
    2. All defence points of the defender (with bonuses added up) count as a damage against the aggressor
  2. Ascertainment of the total life points of both parties
    1. 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.
    1. Moreover the total LPs of all units of both sides are calculated.
    2. 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.
  1. Distribution of the respectively hostile damage on the units of both parties
    1. 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.
    2. 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.