Difference between revisions of "Damage formula"

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== Formula: perks and buidings == <!--T:1-->
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== Formula: perks and buildings == <!--T:1-->
  
 
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<code>Damage = (1 + [[Indexes|Military index]]/20 + Missile system/400 +  Sea port/400 + Airport/400 + Military Academy/400 + Strength/100 + Nation bonus*2 + (Knowledge + Endurance + Level)/200) * [[Storage|Troops α-damage]]</code>
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<code>Damage = (1 + [[Indexes|Military index]]/20 + Missile system/400 +  Sea port/400 + Airport/400 + Military Academy/177.(7) + Strength/100 + Nation bonus*3 + (Knowledge + Endurance + Level)/200) * [[Storage|Troops α-damage]]</code>
  
 
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Missile system - the difference in [[Buildings|Missile system building]] levels of attacking and defending [[Region|regions]]. Differs from -300 to 0, meaning if the Missile system level of the defending region is more than 300 higher than that of attacking region, the difference value will still stay -300. Only counts in [[Wars|Air wars]].
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Missile system - the difference in [[Buildings|Missile system building]] levels of attacking and defending [[Region|regions]]. Differs from -300 to 0, meaning if the Missile system level of the defending region is more than 300 higher than that of attacking region, the difference value will still stay -300. Only counts in [[Wars|Ground and Troopers wars]].
  
 
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Airport - the difference in [[Buildings|Airport building]] levels of attacking and defending regions. Differs from 0 to 300. Only counts in [[Wars|Air wars]].
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Airport - the difference in [[Buildings|Airport building]] levels of attacking and defending regions. Differs from 0 to 300. Only counts in [[Wars|Ground and Troopers wars]].
  
 
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Military Academy [[Buildings|level]]. Doesn't count in [[Wars|revolutions and coups]].
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Military Academy [[Buildings|level]]. Doesn't count in [[Wars|revolutions and coups]]. Maximum achievable bonus: Military Academy/177.(7) = 2.5 at MA level 445 or higher.
  
 
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Troops α-damage - summ of [[Storage|α-damage]] of troops, sent by the player.
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Troops α-damage - sum of [[Storage|α-damage]] of troops, sent by the player.
  
 
== Distance penalty == <!--T:10-->
 
== Distance penalty == <!--T:10-->
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Besides that, there will be a penalty, in case you send troops in war for the region which is too far away from your current region.
 
Besides that, there will be a penalty, in case you send troops in war for the region which is too far away from your current region.
  
[[File:Penal.png|400px]]
 
 
== Random part == <!--T:12-->
 
== Random part == <!--T:12-->
 
There is also a random influence on your damage: final result may vary by 1/8 part (±12.5%).
 
There is also a random influence on your damage: final result may vary by 1/8 part (±12.5%).
 
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Latest revision as of 09:43, 20 April 2019

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Formula: perks and buildings

Damage = (1 + Military index/20 + Missile system/400 + Sea port/400 + Airport/400 + Military Academy/177.(7) + Strength/100 + Nation bonus*3 + (Knowledge + Endurance + Level)/200) * Troops α-damage

Missile system - the difference in Missile system building levels of attacking and defending regions. Differs from -300 to 0, meaning if the Missile system level of the defending region is more than 300 higher than that of attacking region, the difference value will still stay -300. Only counts in Ground and Troopers wars.

Sea port - same as Missile system, but counts in Sea wars only.

Airport - the difference in Airport building levels of attacking and defending regions. Differs from 0 to 300. Only counts in Ground and Troopers wars.

Military Academy level. Doesn't count in revolutions and coups. Maximum achievable bonus: Military Academy/177.(7) = 2.5 at MA level 445 or higher.

Strength, Knowledge, Endurance - player perks.

Nation bonus - equals 1 when fighting for the regions of your original nation.

Level - player level.

Troops α-damage - sum of α-damage of troops, sent by the player.

Distance penalty

Besides that, there will be a penalty, in case you send troops in war for the region which is too far away from your current region.

Random part

There is also a random influence on your damage: final result may vary by 1/8 part (±12.5%).