Thread:LuxRegem/@comment-24245027-20131214121340/@comment-24108837-20131214144933

Actually I fiddled a few weeks with it and I have the same problem. I can now calculate the damage the EB does spot on, but my own attack force is often a bit off. I am still looking into that. For calculating the EB's damage I simply use the formula:

magic number * element advantage * Att(EB) / def(me)

Element advantage is 1, 1.5 or 2, so the (1 + (bonusses)) you use is the same for me. The key for the damage to my knights was rounding down. Once I rounded down (15.1 = 15, 6.4 = 6 and 8.7 = 8) it all worked perfectly. My guess is that we have to round down our attack strength also.

The magic number is a bit off the list DecuGamer showed in his blog and the calculated values. I empirically set them and adjust them if they give bad results. The mn is difficult to pinpoint at low levels. That is why I used basic earth level 1 on a secondary knight in the lowest levet against Jack Frost. That allowed me to set mn within a margin of only 2.5 points for jack (14.62-17.06). Before this I could only get to a margin of 5 (Like against Asherah: 15.64 - 20.84). On higher levels the margin the mn is between is actually much smaller. For instance at level 32 I could pin down the mn against Jack frost between 94.92 and 95.62.

Most mn's are constant (or can be assigned consistent values) against EB's from Asherah to Jack Frost, but some are off between EB's.

I tried to calculate the mn based on the att and def stats of the EB for Asherah, Wicker and Snowman and I succeeded perfectly. But then came Frost with totally different stats but similar mn's and everything turned out futile. (That is why I wrote I couldn't speak about it yesterday. I just had to see how it would develop in higher levels.) I think we have to accept the mn is a hidden stat that can be caluclated after the fact but that will never be a reliable predictor. It looks like the Game admin can set it at will and will change it without notice. It seems to increase at similar speeds with the other stats which makes observable connections and patterns possible. But they are just circumstantial and coincidental.

My attack formula so far:

attack factor * element advantage *  additional knight bonus *  att(me) / def(EB)

Again rounded down.

The additional knight bonus is the extra attack you get for adding extra knights in the EB fights. So it is basically 1 + 25% for every additional knight. Just like you do.

Attack factor for me is 164 because I am at level 111. I tested with my nephews' and nieces' games at much lower levels and it looks like the attack factor (your rank bonus?) is calculated as

attack factor = 4 + (1.6 * game level until 100)

But I am not totally sure about that.

The values for attack and defense I use are simply the stats as they appear on the screen when I select the knight for a fight. So they are the stats of the armor + the number the knight adds to them.

I am still planning to write a blog about this in which I will put it down in a more systematic way. But I feel I haven't finished collecting data yet and I want to know what will happen with the next bosses in the boss collection. Also I have to assess what others have found already and how much I really deviate from that. (Not much I guess.)

I think the formulas that are actually used in the game are very simple. I used to be a programmer myself and I know it is just a lot easier for the programmer to use a simple method or formula instead of something complicated or unstructured.

And the makers are not mathematical geniuses. You can see that by the way armor stats are presented. Stats of same rarity armor often add up to similar numbers. Even though sometimes they are balanced and sometimes they are wildly off balance. But for comparing the strength of armors you should not add them up but multiply them. If they had any arithmetic insight they would have immediately noticed that and built that in.