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Yes, that means he will win; I checked it myself!
New here? I'm Roha — want a quick tour?
Yes, the table is interesting, but can Phoenixes be qualified if there are twice as many of them? This raises the question of how to judge then?
And was it taken into account that creatures reduce defense? It seems not...
I suggest we hold a council:...
Here, this is closer to reality :)
1. Double Strike is no different from Retaliation... In both cases, a coefficient of x2 will work...
2. Dragon Strike should be lower than Multi-Strike and "Bite" because it hits a maximum of two units, while the others hit at least three. Multi-Strike can be compared to archers who attack with area-of-effect spells (liches and magogs).
3. Using expected value is the most accurate way to calculate coefficients, but the essence of the question is not so fundamental as to use heavy artillery. The reason is that we still won't take into account all the influencing factors, and the error will be much higher than the accuracy of the tool.
...In a normal case, after the first hit, the stack decreases, and consequently, the strength of the next hit decreases (we are considering not a single unit, but a stack, otherwise it doesn't make sense).
Flight - roughly 20% to the points
Then let's take the opposite point of view... How does a unit's double strike differ from a single strike of another unit, but with twice the damage?.. Essentially, we can make a simple substitution. Instead of a Crusader, let's take a Manticore: the average damage of both units within a single round is identical (all other things being equal). So, on what basis do we apply a coefficient of 1.75 to the first unit? Wouldn't it be simpler to include the doubled damage (not the attack) in the calculation scheme and forget about the boosting coefficient altogether? This would be more accurate...
I would like to draw your attention to the fact that it is not the attack that needs to be adjusted, but the damage... Because the developers have incorporated a completely different calculation mechanism for the situation when the attack is higher than the opponent's defense and for the situation when it is lower... By modifying the attack, we will unjustifiably change the calculation mechanism, which will not actually happen in reality...
Added 7 minutes ago
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Too much, IMHO...
You've overreached here :) It turns out that with every retaliation, the number of units in the stack decreases by 30%... But that's not how it works... After all, damage dealt BY a unit and damage dealt TO a unit are not the same thing...
The average damage dealt by a unit is equal to 1/4 of the unit's HP, therefore the stack will decrease by a quarter, which is directly proportional to the damage.
I still insist on a more thoughtful approach to the damage dealt... It is adjusted depending on the opponent's defense... That is, the stronger the opponent's defense, the lower the damage dealt to HIM, expressed in HP - down to 0.3 of the base damage...
Your statement will certainly only be true in the case of fixed damage, regardless of other circumstances. If you suggest considering the damage as fixed, I will accept your version, and in the future, we will simply keep in mind that we have included some error in our estimates... Or even better - I suggest introducing a progressive scale. For units with greater defense, introduce a certain compensating coefficient that reflects their higher resistance to damage received... I am sure you understand my idea... Otherwise, it will be too crude...
For reference: if the attacker's attack is lower than the victim's defense by 28 or more points, the attacker will deal exactly 0.3 of his damage... This limitation is set by the developers... For example, for a Lazurite, this will be true in almost any battle where his opponent is below level 7... Only champions have enough attack to deal more than 0.3 of the base damage...