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Heroes Community > Library of Enlightenment > Thread: calculator for PVE battles
Thread: calculator for PVE battles
szilellis
szilellis

Tavern Dweller
posted February 06, 2014 04:31 PM
Edited by szilellis at 17:20, 07 Feb 2014.

calculator for PVE battles

Personally, i use a calculator to calculate PVE battles, battles with random stacks.

This calculator helps me estimate the casualties i will have and how many stronger i need to get if casualties are not acceptable. Fair enough.

The only prerequisite is to enter appropriately (positioning and stack no) and play perfectly each round. Makes sense i guess.

So here it goes:
I sum all my army HP per level, then calculate the average level. e.g. 110 hp of lvl 1 and 80 hp of lvl and 70 hp of lvl 3 gives 100+80+70=250 hp of level (110=44% of 250, 80=32% of 250 and 70 = 28% of 250) (1*0.44)+(2*0.32)+(3*0.28)=lvl  1.92

So i have, 250 total hp of creatures of level 1.92 in average

suppose i face lots of marksmen.

unless i can determinate the number with precision like cast visions or spotting weekly increase from pack to lots, they are in the middle. that is, 20-49, that is, 35 marksmen.

so i face 350 HP of level 2

that is:

250 hp of level 1.92 vs 350 hp of level 2

this will help me define the initial raw balance of power IRBP as i call it which is:

IRBP = (100*(my hp * my lvl))/()enem hp * enem lvl
IRBP = (100*(250 * 1.92))/(350 * 2) = 68.57%

That is, my army is at 68.57% of enemy strength as row balance of power.


Now i need to calculate the average ATT/DEF of my creatures. Same as average level. On that, i add hero ATT/DEF

For any difference vs enemy average ATT/DEF i add or subtract 5% of ATT and 2.5% of DEF from IRBP in order to build the final balane of power (FBP).

If for example my average ATT/DEF is +3 +6, that is, (3*5)+(6*2.5)=30, so it is FBP(with A/D) = 68.57 + 30 = 98.57%

Now I need to calculate range attackers and speed next, that is, attack range.
The initial modifier is 0
If your speed is higher (calculate average speed like average level)
then +3
If your speed is lower then -3

Range attackers section:
For range attackers enemies: -12 (if 1/3 is range then 1/3 of -12=-4)
You have range attackers: +12 (if all are, else like above)multiplied by archery skill bonus e.g. +12 + 30% = +12+4=+16

You deal with RA having 100% melee units (else shrink as needed e.g. +3 becomes +1.5 if 50% your army HP is melee) :

You have tactics:basic +4 advanced +8 expert +11
Your speed is 4-5 then +3, 6 +4.5, 7 +6.5, 8-12 + 10, 13+ +15

Example, i have trogs, harpies and beholders (all upgraded). melee is 44+32=76% of my army. 75% to make it easier.
marksmen are range so i start with -12.
i have basic tactic so it is -12+4=-8
my speed is (native ground) 5+1 6 for trogs and 8+1=9 for HH.
that is, 44% 6 and 32% 9 that is, i get bonus 44% of bonus +4.5 and 32% of bonus 10, (4.5*0.44)(10*0.32)=1.98+3.2=5.18
So it is -12+4+5.18=-2.82

If i intend to use haste or mass one i should have already count it on speed mods. i do not have haste.

So my modifier for who strikes first and how many times is -2.82
i need to modify FBP


FBP(with A/D) = 98.57%
FBP(with A/D+RA+SP)=FBP(with A/D)+ (FBP(with A/D) * (RA+SP modifier/10))
FBP(with A/D+RA+SP)= 98.57+(98.57*(-2.82/10))=98.57+(-27.79)=70.78

So FBP(with A/D+RA+SP)=70.78%

Suppose i have 0 spell points so spells are out, that is, 70.78
there are a few more important (morale, offence, armorer ) and small details (like ballista, creature abilities) but i leave them out ATM.

Normally, 100% means 100% casualties, that is, randomness counts on damage rolls for example mostly.
Anything between 95% and 105% is a battle that goes to the last man, meaning any side may win with 0.1%-10% survivors.

Anything bellow 95% is suicide.
For any 1% above 105% you approximately decrease casualties by 1%.
That is, if you score 155% you probably got 50% casualty minus/plus casualty no/10, that is +-5%, 45%-55%.

So to be sure, you need a score of 210% at least.

Still, skills, spells and minor factor are out of my writing here. That does mean they do not count i just do not have time to write now.

Just a simple example here as well.
Supposing you plan to cast damage spells.
For round one:
You will reduce enemy HP before calculate IRBP  depending on when you cast compared to enemy attack. Facing melee that wont attack allow you to reduce HP at 100% of damage. Facing ranged you need to determinate speed for example. if you cast after all ranged attack, you do not reduce HP at all, if cast first then reduce 100% of damage.
for round 2 and onwards you need a modifier like speed.

Cheers.




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