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I propose coefficients of 2 for damage on unretaliated strikes and 1.5 for damage on double attacks. Justification. In a battle of 4 rounds, an unretaliated striker will deal 8 hits, while a normal unit deals 4 hits. 8 divided by 4 gives 2. In a battle of 4 rounds, a double-attacker will deal 12 hits, while a normal unit deals 8 hits. 12 divided by 8 gives 1.5. And this is without considering that the second strike may be dealt by fewer creatures than the first!
Added after 3 minutes 2 Zingel Alternatively, another approach could be applied: how many pizants in one stack this unit can kill. If they are in one stack, then one upgraded fairy will kill as many pizants as necessary.
The weighted average attack of all units (including neutrals) is 11, and the weighted average defense is 10 (meaning that, on average, units deal 5% more damage than their base damage).
Based on the figures above, we can make an estimate:
A Fairy (2;2) receives, on average, 45% more damage than the attacker's base damage, and deals, on average, 20% less of its own base damage.
Also, for example, a Phoenix (21;18) receives, on average, 22.5% less damage than the attacker's base damage, and deals 55% more of its own base damage... Based on these calculations, a coefficient can be derived for each unit, taking into account its attack/defense characteristics.
This is what I suggested in the previous post.
Added 22 minutes later
Qwerty;29333
I suggest coefficients of 2 to damage for an unanswered attack and 1.5 to damage for a double attack.
I read yesterday's dialogue – Due to the constant editing of messages, the logic has been somewhat lost. The messages have become somewhat inconsistent and a little unclear.
Yes, a coefficient of 1.5... At first, it seemed incorrect, but after thinking about it a bit, I agree.
A few more words about compiling the initial table (without considering speed and abilities). You can simply apply the "Bubble Sort" method, i.e., according to the laws of Heroes, compare 2 units by calculating the number of turns it takes for one unit to "defeat" the other. But there is also a possible catch here. With practically equal indicators of 3 units (A, B, C), a situation may occur where A defeats B in a smaller number of turns, i.e., A>B, and B>C, but C>A (this is possible, for example, with a high attack skill and damage, but a low defense skill and HP of unit C).
Added 9 minutes later AmberSoler;29339
.... Based on these calculations, a coefficient can be derived for each unit, taking into account its offensive/defensive characteristics.
This coefficient can also be used, but it will only further increase the difference between strong and weak units. Although it is already quite significant.
As for adding any coefficients in an absolute score equivalent, I have serious doubts, because: Approximately: Fairy: total score 0.009 Archangel: total score 181.00 And what absolute number can be added for flight?
This coefficient can also be used, but it will only further increase the difference between strong and weak units. Although it is already quite significant.
But agree, you want to abandon an objective coefficient. We discussed this yesterday, and it seems that no one disputes the fact that the defense of a unit significantly affects its power... You justify your refusal by saying that it will increase the difference between units.
From this, I am afraid to ask: are we not going down the wrong path if we are ready to turn a blind eye to the obvious in favor of our internal assessments of units? After all, we should not adjust the formula to fit our assessments... First, we need to take into account everything that we consider significant. And only then will we have to balance the formula.
But agree, you want to abandon an objective coefficient. We discussed this yesterday, and it seems no one is arguing that a unit's defense significantly affects its power... You justify your refusal by saying that it will increase the difference between units.
From this, I'm afraid I have to ask: aren't we going down the wrong path if we are willing to turn a blind eye to the obvious in favor of our internal unit assessments? After all, we shouldn't tailor the formula to our assessments... First, we need to consider everything that we consider significant. And then we'll have to balance the formula later.
Okay. I'll try to recalculate the table, taking into account three correction coefficients. a) 1 - coefficient from the average attack (at the unit level) 2 - coefficient from the average defense (at the unit level) 3 - coefficient from the unit level b) 1 - coefficient from the average attack (across all units) 2 - coefficient from the average defense (across all units)
Although, I agree, the previous unit table was also pretty good :)
Added 1 minute ago Splatt;29710
All units are good in something... they have strengths and weaknesses!!!
Although, I agree, the previous unit table was also pretty good. :)
I don't even doubt that. Do you know how many of these "correct" unit tables I've seen? :) As an option, I have one of the early ones uploaded somewhere, but I don't remember where exactly...
I don't even doubt this. Do you know how many of these "correct" tables I've seen? :) As an option, I posted one of the early ones a long time ago, but I don't remember where exactly I got it from...
But there are no fewer questions, and doubts only increase...:cool:
I immediately noticed that the Centaur Commander is better than the Halberdier! :) And a lot of other things... :)
Okay, it's a flawed table. :) Although, for comparison and to find other people's mistakes, so as not to make the same ones, it will be useful. :)
Added 6 minutes ago By the way, I suggest also counting the "Bulkiness" of monsters, but as a negative value. Approximately: -5%.
:)
Added 3 minutes ago Ugh.... The table does not correspond to reality. I wonder if the authors even tested it a little? :)
Added 5 minutes ago AmberSoler;29763
...how many of these "correct" tables I've seen? :)
I suddenly started thinking.... What is the point of all our actions - to create a "Super correct" table? Or to develop a method, create a scheme for evaluating units?
And does anyone even need it?
Okay, calm down, I'll go home now... It's Friday after all, my brain is already fried after a week :)
Yeah, that's true. But it's a beautiful one! :) And seriously, it's just convenient to have a picture and the English name of the unit handy... Everything else isn't worth paying attention to because everyone has their own opinion. This table was created based on some principle. To be honest, I don't remember exactly – I didn't create it, but the website where it was posted mentioned something about it. That is, it's roughly the same as what we're doing – we build a rating in Excel based on an assumption and evaluate how close it is to the truth... As you can see, we're not the only ones who failed... :)
I'm suddenly thinking about something here.... What's the point of all our efforts – to create a "Super correct" table? Or to develop a method, create a scheme for evaluating units?
I'm for the second one. The method is interesting in itself because it can contain some useful things for quickly evaluating a unit... or comparing several to choose from...
Does anyone even need it?
No. Nobody needs it. It's just a kind of riddle, a puzzle... Which unit is cooler? It's just one of the ways to pass the time... at work. :)
... As you can see, it's not just our pancake that turned out lumpy... :)
Of course... Yeah, right. Our pancake is perfect, no lumps at all :) Smooth, transparent, everything is done properly :)
AmberSoler;29788
I'm for the second option. The method is interesting in itself, because it may contain some useful things for a quick assessment of a unit... or for comparing several options...
Ah, I love to exercise my brain, but unfortunately, I've forgotten everything. And I studied... applied mathematics... Eh, but I didn't finish it :)
AmberSoler;29788
... Just one of the ways to pass the time... at work :)
At work, you say... :) It's a little scary (as one of my colleagues used to say: "Slightly chicken"). You might get a reprimand :)
Okay, we'll continue next week.
According to my plans, there will be 2 more initial tables, on which all the abilities will be superimposed later.
And making it look good will take only 20 minutes. :)
I remembered a funny thing from the wonderful table - there, a peasant has 15 points! :)
I want to consult with knowledgeable people.
Regarding the calculation method:
First: it is impossible to evaluate a single unit. At a minimum, another unit is needed. I don't think I need to explain why. Therefore, to get a complete picture, it is necessary to take into account ALL units.
Second: to assess how significant certain unit parameters are, it is necessary to know the algorithm for calculating damage, etc., that is embedded in the program. We know this, so this method will be based on it.
The basis of each unit in Heroes is the DAMAGE dealt by the unit, as well as the unit's LIFE.
DAMAGE is a combination of the attack parameter (at.skill) and the original damage.
Life is a combination of the defense parameter (def.skill) and HP.
Since the damage dealt in battle directly depends on the unit's survivability (and vice versa) (let me explain: the longer a unit lives, the more damage it will deal), these two components are directly proportional. That is, they must be multiplied during the calculation.
Various unit abilities are nothing more than relative or absolute coefficients for DAMAGE or LIFE or the OVERALL result. Relative coefficients (double strike, vampirism, retaliatory strike, etc.) are quite easy to calculate, as they directly depend on the four main parameters of the unit.
Absolute coefficients (flight, the ability to cast spells, increased morale, etc.) are quite difficult to calculate. Most likely, they will have to be converted into relative ones accordingly.
Now, a little about the calculation.
For calculations, we will take (or obtain) an average unit. That is, a unit with average four main characteristics. (I believe that neutral dragons with their unrealistic indicators should be excluded from the calculation, since the overall score of weak units will tend to 0, and the score of strong units will be significantly less affected.)
We get a standard.
---at---dam---def----HP---
---12----11----10----56---
I believe that it is not advisable to calculate correction factors for each level of units, since the assessment is made in relation to all units, and the result will be presented in a single general table.
1. DAMAGE: the exact number of hits required for the unit to "destroy" the standard unit.
2. LIFE: the exact number of hits from the standard unit required to "destroy" the unit being studied.
The following table is obtained, on which additional coefficients can be applied.
Archangel 70.861678
Titan 56.21693122
Black Dragon 54.08653846
Gold Dragon 51.61830357
Archdevil 32.60869565
Ancient Horror 32.36607143
Angel 28.80184332
Chaos Hydra 23.52150538
Red Dragon 21.84709821
Green Dragon 20.45454545
Phoenix 19.57070707
Ghost Dragon 19.03886555
Giant 18.49489796
Devil 16.11111111
Horror 15.12605042
Hydra 14.36237374
Firebird 13.25757576
Bone Dragon 12.55580357
Death Knight 6.818181818
Naga Queen 6.719924812
Black Knight 5.969387755
Champion 4.974489796
Naga 4.479949875
War Unicorn 4.424066924
Cavalier 4.133597884
Sultan - Efreet 3.764478764
Unicorn 3.61969112
Efreet 3.571428571
Magic Elemental 3.13283208
Scorpikora 2.844272844
Cyclops King 2.664473684
Manticore 2.662907268
Cyclops 2.403846154
Psychic Elemental 2.202772556
Monarch Wyvern 2.162162162
Wyvern 2.162162162
Mighty Gorgon 1.75
Minotaur King 1.653439153
Gorgon 1.576576577
Minotaur 1.465201465
Roc 1.334821429
Thunderbird 1.334821429
Diamond Golem 1.263736264
Spawn of Evil 1.215930451
Hell Spawn 1.215930451
Dendroid - Soldier 1.160714286
Dendroid Guardian 0.982142857
Master Genie 0.973748474
Genie 0.973748474
Sorcerer 0.865384615
Powerful Lich 0.847505669
Ogre Mage 0.770089286
Troll 0.744047619
Gold Golem 0.721153846
Lich 0.586734694
Great Basilisk 0.537240537
Fanatic 0.514455782
Ogre 0.513392857
Crusader 0.499465812
Horned Demon 0.453514739
Monk 0.45014881
Basilisk 0.4375
Swordsman 0.400641026
Demon 0.396825397
Magma Elemental 0.375
Vampire Lord 0.368480726
Archmage 0.357142857
Earth Elemental 0.340136054
Medusa Queen 0.297619048
Silver Pegasus 0.290178571
Mage 0.27173913
Pegasus 0.264945652
Vampire 0.263798701
Energy Elemental 0.249094203
Medusa 0.230823864
Fire Elemental 0.226449275
Iron Golem 0.217633929
Sniper 0.210459184
Water Elemental 0.201955782
Ice Elemental 0.201955782
Stone Golem 0.176977041
Storm Elemental 0.164874188
Air Elemental 0.164874188
Nomad 0.151397516
Royal Griffin 0.148386769
Cerberus 0.145574534
Griffin 0.138295807
Mummy 0.13764881
Hell Hound 0.133928571
Evil Eye 0.113871636
Specter 0.10639881
Dragonfly 0.094246032
Snake 0.087594697
Guard 0.082589286
Ghost 0.082589286
Orc - Chief 0.073302469
Battle Dwarf 0.068824405
Dwarf 0.066964286
Elf 0.066964286
Great Elf 0.066964286
Lizardman 0.061141304
Orc 0.054976852
Zombie 0.050080128
Obsidian Gargoyle 0.045882937
Stone Gargoyle 0.042857143
Magog 0.039765212
Gog 0.038690476
Boar 0.038633242
Raider 0.038060897
Living Dead 0.037560096
Harpy - Witch 0.0375
Lizard 0.036458333
Harpy 0.036458333
Wolf Rider 0.03176511
Thief 0.030293367
Halberdier 0.025755495
Archer 0.023915816
Bowman 0.023915816
Centaur Commander 0.023915816
Pikeman 0.019459707
Centaur 0.01860119
Gnoll - Marauder 0.015178571
Gnoll 0.014165522
Skeleton - Warrior 0.012857143
Skeleton 0.011574074
Hell Troglodyte 0.011574074
Troglodyte 0.009034864
Hobbit 0.006978654
Hobgoblin 0.006975446
Goblin 0.006542488
Imps / Familiar 0.005621693
Gremlin - Leader 0.005621693
Gremlin 0.00526148
Imp 0.005102041
Fairy 0.004926108
Small Fairy 0.003694581
Peasant 0.000768849
It can be seen that a value close to 1 is possessed by the unit "Dendroid Guardian". This is the unit whose parameters are closest to the parameters of the standard unit. (which means that everything is calculated correctly :) )
However, even in this table, there are some discrepancies (but there are very few of them, and they are mainly observed at the level of the standard).
In short!
Should we use this table to apply coefficients for abilities, speed, etc.?
P.S. To be honest, I spent half a day trying to build a mathematical model using combinations of calculations based on the average arithmetic, average geometric from the standard unit, from the weakest unit and the strongest unit. In any case, the most accurate picture is observed in my initial and in this version.
Attack Score =IF(RC[-3]>R141C6;R141C7/(RC[-4]*(1+0.05*(RC[-3]-R141C6)));R141C7/(RC[-4]*(1-0.025*(R141C6-RC[-3])))) Defense Score =IF(R141C5>RC[-3];RC[-2]/(R141C4*(1+0.05*(R141C5-RC[-3])));RC[-2]/(R141C4*(1-0.025*(RC[-3]-R141C5)))) General Score =RC[-1]/RC[-2]
:)
Well, if we describe it in algorithmic language, we can break it down into 3 steps. 1: Calculating the attack score (how many hits a unit needs to make to "kill" a reference unit) If A>D then Ascore=H/(D*(1+0.05*(A-D))) otherwise Ascore=H/(D*(1-0.025*(D-A))) 2: Calculating the defense score (how many hits the reference unit needs to make to "kill" the unit being tested) If Aref>D then Dscore=H/(Dref*(1+0.05*(Aref-D))) otherwise Dscore=H/(Dref*(1-0.025*(D-Aref))) 3: General score (The closer to 1 and the further from 2, the better, so 2 is directly proportional, and 1 is inversely proportional) Gscore=Dscore/Ascore
Where A - Attack skill of the unit D - Defense skill of the unit H - HP of the unit D - Damage of the unit
Aref - Attack skill of the reference unit Dref - Defense skill of the reference unit Href - HP of the reference unit Dref - Damage of the reference unit
1. What unit damage was used for the calculation? For example, the Royal Griffin has damage of 3-6. Do we use 4.5?
2. Cyclops King 2.664473684 Manticore 2.662907268
Practically identical characteristics despite different attack, defense, and damage values. Is this a coincidence?
3. If these two units are compared using the specified calculation formula, will the result be close to one?
P.S. I think a table would be significantly clearer if it were converted to whole numbers. Take the Peasant as one unit. In that case, the Archangel would have a score equal to 92166 (according to rounding rules).