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How to guage a units strength

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Date Editor Before After
4/15/2014 9:36:32 AMRUrankYogzototh before revert after revert
4/15/2014 9:36:02 AMRUrankYogzototh before revert after revert
4/15/2014 9:35:48 AMRUrankYogzototh before revert after revert
4/15/2014 9:33:49 AMRUrankYogzototh before revert after revert
4/15/2014 9:31:12 AMRUrankYogzototh before revert after revert
Before After
1 Oh, okay. 1 Oh, okay.
2 \n 2 \n
3 Anyway, i suggest the following as a way to measure unit's strength: 3 Anyway, i suggest the following as a way to measure unit's strength:
4 \n 4 \n
5 log2( HP*DPS/cost) *sqrt( range^( 1-1/( 1+movespeed) ) ) *( 1+( acceleration + movespeed) /( weight+hitbox size) ) ^3/5 5 log2( HP*DPS/cost) *sqrt( range^( 1-1/( 1+movespeed) ^2) ) *( 1+( acceleration + movespeed) /( weight+hitbox size) ) ^3/5
6 \n 6 \n
7 \n 7 \n
8 As you should clearly see it includes almost every meaningful unit stat, and combines them in a meaningful ways. HP and dps are offset by cost, but scale negatively as a base-2 logarithm.. Range is combined with movespeed to make the point of kiting behaviour, and scales in a manner different to the previous HP/DPS/cost combo. Finally, the maneuverability stats are used, with their own way to fairly weigh each parameter, and the whole part of the equation uses its own unique scaling factor of 3/5. 8 As you should clearly see it includes almost every meaningful unit stat, and combines them in a meaningful ways. HP and dps are offset by cost, but scale negatively as a base-2 logarithm.. Range is combined with movespeed to make the point of kiting behaviour, and scales in a manner different to the previous HP/DPS/cost combo. Finally, the maneuverability stats are used, with their own way to fairly weigh each parameter, and the whole part of the equation uses its own unique scaling factor of 3/5.
9 \n 9 \n
10 It also should be noted, that for the purpose of this equations, the distance (and speed and size) should be measured differently. Instead of just using elmos, the distance should be normalised with 1 LLT range used as the base. 10 It also should be noted, that for the purpose of this equations, the distance (and speed and size) should be measured differently. Instead of just using elmos, the distance should be normalised with 1 LLT range used as the base.
11 \n 11 \n
12 So, for example, the range of LLT is 1, and if a unit can cover that distance in 1 second, its speed should be considered as 1. This renormalisation allows us to efficiently compare length- and speed-based stats with others. 12 So, for example, the range of LLT is 1, and if a unit can cover that distance in 1 second, its speed should be considered as 1. This renormalisation allows us to efficiently compare length- and speed-based stats with others.
13 \n 13 \n
14 disclaimer: 14 disclaimer:
15 This gives a very rough guide to what is better than what, it is not the word of godde, or even an accurate model of the game. Combat effectiveness DOES NOT have the capacity to predict the outcome of 2 units fighting*. it is also not accurate when comparing units of vastly different classes, you won't get a good comparison if you try to use it with a penetrator and a glaive. 15 This gives a very rough guide to what is better than what, it is not the word of godde, or even an accurate model of the game. Combat effectiveness DOES NOT have the capacity to predict the outcome of 2 units fighting*. it is also not accurate when comparing units of vastly different classes, you won't get a good comparison if you try to use it with a penetrator and a glaive.