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when Locusts brawl vs AA (pure damage vs hp)
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1 |
when Locusts brawl vs AA (pure damage vs hp)
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\n
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define brawl value (dps*hp) (BV) of a cluster of units, whose amont determines win lose directly
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define brawl value (dps*hp) (BV) of a cluster of units, whose amont determines win lose directly
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define
brawl
value
factor
square
(
F_bv_sq)
is
that
a
cluster
of
units
cost
C
has
BV
=
F_bv_sq*Cost*Cost
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5 |
define
brawl
factor
square
(
BF_sq)
is
that
a
cluster
of
units
cost
C
has
BV
=
BF_sq*Cost*Cost
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\n
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BF_sq = dps/Cost * hp/Cost
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\n
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F_bv_sq
=
dps/Cost
*
hp/Cost
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define
(
standard)
brawl
factor
is
BF
=
sqrt(
BF_sq)
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\n
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define
(
standard)
brawl
value
factor
is
F_bv
=
sqrt(
F_bv_sq)
,
so
BV
=
(
F_bv*Cost)
^2
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so
BV
=
(
BF*Cost)
^2
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\n
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A
unit
with
Cost/F_bv_A
vs
B
unit
with
cost
Cost/F_bv_B
draw
when
brawl,
we
say
brawl
ratio
of
unit
A,
B
is
F_bv_A:F_bv_B
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A
unit
with
Cost/BF_A
vs
B
unit
with
cost
Cost/BF_B
draw
when
brawl,
we
say
brawl
ratio
of
unit
A,
B
is
BF_A:BF_B
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\n
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brawl
value
factor:
Locust
1.
0082,
Gremlin
1.
5996,
Toad
1.
4257,
Tarantula
1.
1638,
Ettin
1.
1224,
Reaver
2.
2406,
Razor
2.
3877,
Stardust
3.
7344.
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brawl
factor:
Locust
1.
0082,
Gremlin
1.
5996,
Toad
1.
4257,
Tarantula
1.
1638,
Ettin
1.
1224,
Reaver
2.
2406,
Razor
2.
3877,
Stardust
3.
7344.
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\n
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glaive 2.3907, trident 0.8606, raptor 1.1055.
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glaive 2.3907, trident 0.8606, raptor 1.1055.
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assume brawl ratio Locust vs AA is 1:1.4
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assume brawl ratio Locust vs AA is 1:1.4
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Assume locust has overwelming speed, so that:
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Assume locust has overwelming speed, so that:
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AA must spread evenly across the front line, which is normally map width.
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AA must spread evenly across the front line, which is normally map width.
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Locusts attacks and pass thorugh AA range immediately so we dont calculate damage that AA can done before locust attack.
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Locusts attacks and pass thorugh AA range immediately so we dont calculate damage that AA can done before locust attack.
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AA range can affect how much AA can attack Locusts.
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AA range can affect how much AA can attack Locusts.
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When rich ( players expanded enough and have frontline):
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When rich ( players expanded enough and have frontline):
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1 unit is 512 elmo(iirc) ( width x height of map's description).
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1 unit is 512 elmo(iirc) ( width x height of map's description).
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assume typecal AA range 900
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assume typecal AA range 900
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for width 14 map, when locusts attack, only (900*2) / (14*512) ~= 0.25 of AA unit can actually attack locusts.
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for width 14 map, when locusts attack, only (900*2) / (14*512) ~= 0.25 of AA unit can actually attack locusts.
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So overall locust advantage ratio is Locust vs AA 2.85:1. You must cost 2.85x locust value on AA to defent them properly.
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So overall locust advantage ratio is Locust vs AA 2.85:1. You must cost 2.85x locust value on AA to defent them properly.
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This calculation varies depends on map width, the wider the map the more advantage air have.
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This calculation varies depends on map width, the wider the map the more advantage air have.
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This calculation didnt take riots in count, which only affects when locust want to attack a regular army.
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This calculation didnt take riots in count, which only affects when locust want to attack a regular army.
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And the calculation may not be correct.
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And the calculation may not be correct.
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When expanding:
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When expanding:
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assume players expands as a circle, they need AA forces to cover then edge of circle.
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assume players expands as a circle, they need AA forces to cover then edge of circle.
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define expand cost: cost they need to spend on army to protect area / area
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define expand cost: cost they need to spend on army to protect area / area
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more idea is required
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more idea is required
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