Duaneski
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Duaneski
Messages: 1021,
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sigh images drive me crazy.... Off to tiny pic I go
So this is the start of my turn. Solid position. But then I realize I can maybe even get a base capture if things work out right. I see I have a 55% chance to one shot that 6 health mecha. So I go through every other bug with my planned order and never get a one shot. Bad luck. So I try something different... And get perplexing results. I'm wondering if this is a bug, or an intended gang up bonus corollary ?
The next two images are my first attempt, the two images beyond that are after a turn undo...
Turn undo, then:
?!?
This message was edited 2 times. Last update was at Mar 25, 2016 03:26
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amidama
Messages: 312,
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amidama
Messages: 312,
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imagine it as a random line, for example from a dice roll:
1,5,3,4,4,5,2,1
any first attack in this round will get a +1 bonus from minimal
any second attack in this round will get a +5 bonus from minimal
i call it damage sequence.
each turn you get a new damage sequence.
damage sequence is made(generated) at the start of round from a random number from the server
each use of it, like your attacks or enemy attacks move it forward.
new turn will make a new sequence
your opponent has it own sequence, you cant predict it.
its simplified. now about your case. your units arent 10hp. so they arent using their "slot" fully.
actuly each 1 hp of your unit uses 6 values from a damage sequence. same is for your enemy.
so actually line look like this
0100101010010101001010100101111110101010011001010100
each your unit hp moves it forvard for 6 positions.
each enemy unit hp that counterattack you moves it forvard for 6 positions.
using half dead units you can play a muuuuuuch harder thing than just finding a right chunk of damage.
instead you can try to find hoa to cut your damage sequence so that EVERY BIT gives you maximum damage.
in short : you get a thousand combination of damage sequence usage if you have units with 1,4,7,2,10 hp.
because there are huge number of combination how they may draw a damage sequence.
This message was edited 1 time. Last update was at Mar 25, 2016 03:51
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Hakumen |
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Duaneski
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Duaneski
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OMFG NO WAY!!! So glad I asked this hah. Makes perfect sense thank you sir!
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amidama
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amidama
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and again, thats simplified. actual line look like this:
0.461
0.117
0.571
0.012
0.570
0.822
and when each unit HP takes his 6 values, it decides is it 1 (hit) or 0 (miss).
so each unit understand this numbers by his rules (his attack and enemy def)
when attack= def, then its 1 when >0.5. if not, then 0.05 per difference point.
need attack=def+10 to do a 10 damage by a 10 hp unit (all values above 0.0 are hit)
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Hakumen |
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MasterYoda
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MasterYoda
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That actually confused me more than you know. So should I randomly attack with weaker units till I find a high attack sequence then use high hp unit? Ughhhh
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MasterYoda |
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amidama
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amidama
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thats correct
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Hakumen |
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TheDragon
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TheDragon
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Lets take a random string of numbers
96348112918225655223071890041266628096881 727362904556723286676123371944726260061804516971067177217071
We will use same string. For those players that simply MUST achieve the best possible results from the string you'll work out the numbers by trial and error (earth will repeat his turn 20+ times to work out the string sequence to his best benifit)
So full units on full units will be the following (bold you/ underlined reply) and count the 5+ in each
96348112918225655223071890041266628096881727362904556723286676123371944726260061804516971067177217071
4 - 5 / 3 - 8 / 4 - 7 / 4 - 4 / 5 - 6
So for 5 attacks the defender has better numbers than you do 4 out of 5. Lets say we attack with a 4 strength unit first
96348112918225655223071890041266628096881727362904556723286676123371944726260061804516971067177217071
2 - 4 / 5 - 4 / 7 - 6 / 5 - 4 / 4 - 6
So by attacking with weaker unit first you've increased your odds slightly and know the random string slightly better. Do this enough times and you'll know where to toss in the wounded to shift the higher numbers in the random string to your favor.
Me personally I'm a gamer. Been rolling the dice for over 4 decades. I mainly use the undo for when my fingers mess up where units are supposed to go. I don't stress to 'work' the dice to my favor, it's a game after all.
But for the serious (non recreational) player at least 10 minutes or more should be used up each and every turn to work out the optimal attack order for your units.
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turkeyphant
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turkeyphant
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Bit of a necro but is it still the case that unit health uses up part of the roll string not just # attacks as I always assumed?
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wookieontheweb
Messages: 485,
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wookieontheweb
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This was posted a long time ago but I believe the formula is locked in a vault and not allowed to be changed, along with formula's for CocaCola, KFC and the potion of eternal youth.
http://forum.uniwar.com/posts/list/1354.page#8566
or just install Unofficial Uniwar Damage Calc (though it's a little out of data now)
https://play.google.com/store/apps/details?id=cytivrat.uniwar.damage.calc&hl=en_GB
This message was edited 2 times. Last update was at Jul 18, 2019 08:49
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