Thanks for that youtube link Troops Secrets Revisited (by Nicky Poo aka Russian Moster)- it took several viewings to follow it.
Just remember, he's talking about Vikings, and although some factors are the same or merely renamed, not all are - so your thread here will be most valuable to confirm / correct. (Confirmations will likely be consistent, while correction will need closer scrutiny.)
Overall takeaway of all of this is: Biggest troops wins, and be, say, 2x times larger, for least impact upon yourself. Bearing in mind it takes 9 t1's to equal 1 t6. [Not just 2x larger on the first attack, but 2x larger on each subsequent attack as they relentlessly pound you.]
- they may send many (non-raid) marches at you - at least not all will contain their hero and/or inquisitor.
To this end, the critical number is what is the largest troop that can be sent against you? [If being raided, your pain will likely not be worth bearing, so just shield for a moment and get on with your day. Raids will last for up to 8h for assembly (you'll probably see many tracks to the organizer.), plus the time it takes for them to reach you. If you've shielded or ported before they arrive, no harm to you. Doesn't mean they haven't sequenced out multiple raid attacks. Remember you get bonuses for being behind your town walls - which don't apply in the ES or Dominion.]
If marches max out at 1.07M, 1.6M with 150% bonus, 2x means having about 3.2M to hand. 29M if you have t1's and they have t6's. So keep this many at home, folks, while you send the rest out to play. Problematic: Keep hero and inquistor at home for defense, or send them out for greater impact.
- if you port next to your victim, there's a fair chance that any attacker won't be able to hit you while your troops are away, attack / return being so quick. So you may not need to choose to send or not - they'll just be inside at the time of battle. If you keep no troops at home while attacking, anyone lucky enough to get you in this situation will find no troops at home to be killed. YMMV.
- the above is for the biggest army wins, aspect.
Youtube ratio:
- t1 - 1.000
- t2 - 2.197
- t3 - 3.602
- t4 - 5.196
- t5 - 7.002
- t6 - 9.010
Troops max sizes (*incomplete*):
- 400,000 L31 Council Hall
- +2% Citadel: March Headcount I
- +0.4% Citadel: March Headcount II
- +0.4% Citadel: March Headcount III
- +50% Hero Studies: March Headcount I
- +50% Tier VI: March Headcount II
- +10% Inquisitor Studies: March Headcount With the Inquisitor
- +30% Inquisitor Doctrines: March Headcount I & II
- +25% VIP L30: March Headcount
Calc = Council Hall march size + % x Council Hall march size ...
e.g. 400k + 2% of 400k + 0.4% of 400k + ... + 25% of 400k = 1,071,200
- March = a. max = a + (2%+.4%+.4%+50%+50%+10%+30%+25%)a
- when all sizes maxed out, this max number will be rather higher. e.g. Citadel level 10.
Confirm: Palace / Statistics / Army / General / Maximum number of warriors in one troop.
*Citadel: March Headcount's will be larger as the Citadel rises and studies done. Here, L2 Citadel, 5/1/1 for I/II/III.
[Assumption: All bonuses apply everywhere - you do not have to be within the citadel valley to receive them.]
- confirm: Citadel / Town Hall / Statistics / Army / Maximum number of warriors in one troop
*Raid and Reinforcement Headcounts: Leaving aside for some other thread. e.g. Citadel Raid Troop / Reinforcement Troops Headcount.
Youtube link notes biggest army wins. Full stop. i.e. At tie (e.g. both sides lose 80%), attacker gets no RSS. One more troop would have gotten the attacker RSS.
Troop Power (aka 'army size' for 'biggest army wins' purposes) = sqrt(Attack*Defense*Health).
- Health is called Life in Vikings.
- Attack / Defense / Health numbers seen in troop characteristics.
EVERYTHING ELSE merely determines how much damage was done. YOU WANT TO HAVE THE BIGGEST ARMY!
- damage maxes out at 48% or 52% (or something), thus the point of Atlant's post here - how much is enough to inflict max damage. (Many marches sent with just enough troops = more loot than fewer marches with excess troops.) Consider - 18 multi-M marches sent in a row to hit and loot an enemy.
- there are so many factors involved, I've just used 2x for convenience. It is not based on fact.So many skills and boosts and bonuses, offense / defense, reduce enemy health / defense / offense, jewels, gear, ...
- Reduced Enemy Offense / Health / Defense most important / largest impact - so don't forget to apply those boosts before going into battle. Optimally, 50% offense means half as many deaths, while 50% of Health and Defense means 25% more kills. In a perfect and simplistic world.
- you likely have these skills set in your battle profiles, but what happens when you get hit while yielding? Consider using these skills in your non-battle profiles as well. Just in case.
Health Pool (his term, for lack of a better one) consists of Health and Defense, per troop characteristics.
Health Pool = Health * (Defense/100)
- aka Defense % of Health. Defense % x Health.
Army with less troops sees their attack diminished
- there is a saturation point before which the attacker will do progressively less damage.
- at and beyond that saturation point, the attacker will lose the least. Thus no point in sending more troops than you have to, and the reason for this, Atlant's thread.
- max. loss 48%
- Attacker loss = troop power / health pool.
Applies to bonuses too = (Attack + %Attack) / ( (Health + %Health) / ((Defense + %Defense) / 100 ) )
- thus, Health more impactful than Defense. Finish Reduced Enemy Health / Defense / Offense, {troop} Health / Defense / Offense, Army Health / Defense / Offense, in order. Preserve troops to fight another day - or the next attack you're immediately going to launch!
It all gets worse when you have multiple troop types at different levels. e.g. t1 and t3, and 50% effectiveness of Siege against Spear, and so on.
** This all assume Vikings formulae -exactly- transfer to KaW.
Atlаnt said:
> ...coefficient, depending on whether the defending army is 100 to 153% larger than the attacking army (for which ratio from chapter 4 is applied).
Chapter 4?
> Basically, if your defending army is 10 % larger than the attackers = on defense instead of default 80% you lose only 66% and so on till you reach 153% of what the attacker has - in which case you will loose only 52% of ur [sic] troops instead of 80%
> 2. This is the health pool of default t1-t6 troops without yet any additional data points.
Confirmed via https://throne.help/en/resources/troopstraps/
> Obviously needs a lot of work, but right now it works relatively accurate on default values
And that will be the problem - you will never have default values.
e.g. People will need to also enter their current number of troops and levels, AND their current Attack / Defense / Health levels.
- and you will have to figure out % troop type applied against enemy equivalent, any extra applied to other defenders in what %'s, and vice versa.
However, going through this exercise as you are is very, very, insightful and useful.
e.g. From the above, we know that march size matters more than anything else, and attack values matter more than health values which matter more than defense values. Oops ... that may be backwards ... denominator more important than numerator for final result. And larger health makes larger denominator than larger defense.
Finding out which matters most, when will be useful. As resources and time are scarce, knowing which to do first for optimal results is a puzzle.
A good step might be having calculators that match the results of Palace / Statistics / Army / Warriors.
e.g. Knowing all the factors making up 'Army offense' helps us know which to work on first for the greatest impact.
(Items aren't listed there until you have them. The new player won't have any, and will have no idea without this as to which will provide the greatest result soonest.)
- and knowing all of the factors above helps us to know which area to focus on when for the greatest impact for the rss / boosts / gold spent.