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PJayTycy
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How did you keep track of the battle progress?
Draw lines for each fire-exchange ( on the side of the "winner" ) ? Then count them ?
Is the damage during each fire-exchange equal to the attack-strength (if the attack wins) or the defense-strength (if the defender wins) ?
If so, when you are attacking with a 2-1-1 against an other 2-1-1 (of the same health etc), the attacker gets (2/3)^(4/3) chances to inflict 2 points of damage, and defender gets (1/3)^(4/3) chances to inflict 1 point of damage ?
BTW: how do you get to this (odds)^(4/3) ? If you do (2/3)^(4/3) you get a number LOWER than 2/3, this should be HIGHER than 2/3 right ?
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:19
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quote: Originally posted by PJayTycy
How did you keep track of the battle progress?
Draw lines for each fire-exchange ( on the side of the "winner" ) ? Then count them ?
Is the damage during each fire-exchange equal to the attack-strength (if the attack wins) or the defense-strength (if the defender wins) ?
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I don't understand your suggestion, but what I did was pit two units against each other, and note how much damage each took. The losing unit received damage equal to its hit points prior to the battle, and the winning unit received damage equal to its pre-battle hit points minus its post-battle hit points. Each point received by one side is a point inflicted by the other.
quote:
If so, when you are attacking with a 2-1-1 against an other 2-1-1 (of the same health etc), the attacker gets (2/3)^(4/3) chances to inflict 2 points of damage, and defender gets (1/3)^(4/3) chances to inflict 1 point of damage ?
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No, the ratio of hits scored by the attacker to the hits scored by the defender would be about (2/1)^4/3 ~= 2.54:1. Then, the probability the attacker scores a hit each time a hit is inflicted equals 2.54 / (2.54+1) ~= .72. Tests indicate the probability is closer to .75, but it certainly isn't the 2/(2+1) ~= .667 I would have expected.
quote:
BTW: how do you get to this (odds)^(4/3) ? If you do (2/3)^(4/3) you get a number LOWER than 2/3, this should be HIGHER than 2/3 right ? |
Which is why you need to use odds (such as 10:1), which can be both greater than and less than 1. For a probability, use attacker^4/3 / (attacker^4/3 + defender^4/3) for the chance the attacker will score a hit.
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Sebed
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quote: Originally posted by binTravkin
Raise both?
x*a / y*a = x / y |
interesting, very interesting...
just wonder what doctors says about it 
Last edited by Sebed on 08-07-2005 at 00:38
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Deathsinger
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Are you simply trying to calculate the odds of winning a battle? I have a spreadsheet that does this. You simply input the attacker value, the defense value, the attacker's pips and the defender's pips. Would this be of any help to you?
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Deathsinger
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So harsh.
The odds that the game reports are not correct because the combat system is not a *** for tat turn. It is simply a chance to damage someone. Let me give you an example:
Attacker Value 10
Defender Value 5
Attacker Pips 1
Defender Pips 2
The game reports something like a 1:1 chance of victory for this attack. That is not the case. The following are the outcomes of the this battle, attacker takes no damage killing defender, attacker does 1 point to defender then dies, attacker does no damage to defender and dies.
The chances are calculated using the odds for the attacker or defender damaging the other, then repeating until one is dead. (There is no mutual destruction, otherwise the odds would be 50-50.)
Chance that the attacker does 1 point of damage is 10/(10+5) = 0.6666
Chance that the defender does 1 point of damage is 5/(10+5) = 0.3333
So, the attacker wins the above scenario w/o taking damage 0.6666^2 = 4/9 = 0.44444
The defender wins taking one point of damage = 0.6666*0.3333 = 2/9 = .22222
The defender wins w/o taking damage 0.3333 = 1/3 = 0.3333
The attacker wins this battle 44.444% of the time. The math gets more involved as you have more pips on each side, but luckily Pascal developed his famous triangle to solve this.
So for the following
Attacker Value 4.5
Defender Value 3
Attacker Pips 2
Defender Pips 3
Attacker wins w/o damage = [4.5/(4.5+3)]^3 = 0.216
Attacker wins taking 1 point of damage [4.5/(4.5+3)]^3*[3/(4.5+3)]*3 = 0.2592
This final factor of three is from Pascal’s triangle, because this outcome can be achieved three ways, the attacker can:
do 1 point, do 1 point, take 1 point, do 1 point;
do 1 point, take 1 point, do 1 point, do 1 point;
take 1 point, do 1 point, do 1 point, do 1 point
(Note the sequence do 1 point, do 1 point, do 1 point, take 1 point does not exist since the defender is dead after taking 3 points)
Defender wins taking 2 points of damage [4.5/(4.5+3]^2*[3/(4.5+3)]^2*3 = 0.1728
Again this can be achieved three ways, the attacker can:
Do 1 point, do 1 point, take 1 point, take 1 point
Do 1 point, take 1 point, do 1 point, take 1 point
Take 1 point, do 1 point, do 1 point, take 1 point
(Note the sequences take 1 point, do 1 point, take 1 point, do 1 point & take 1 point, take 1 point, do 1 point, do 1 point & do 1 point, take 1 point, take 1 point, do 1 point do NOT exist because the attacker is dead after taking 2 point)
Defender wins taking 1 point of damage [4.5/(4.5+3]*[3/(4.5+3)]^2*2 = 0.192
This can be achieved two ways:
Attacker does 1 point, defender does 1 point, defender does 1 point
Defender does 1 point, attacker does 1 point, defender does 1 point
(Note the sequence defender does 1 point, defender does 1 point, attacker does 1 point does not exist because the attacker is dead after taking 2 points).
Defender wins taking no damage [3/(4.5+3)]^3 = 0.064
0.216 + 0.2592 +0.1728 + 0.192 + 0.064 = 1
Attacker wins 0.216 + 0.2592 = 0.4752
Defender wins 0.1728 + 0.192 +0.064 = 0.5248
Any questions?
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dacole
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confused here what is ment by pips? Thanks
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Deathsinger
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Pips is the number of health points of each unit, a fission reactor provides 10 pips, a fusion 20 pips, a quantum 30 pips, a singularity reactor 40 pips.
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dacole
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Ah ok thanks, how exactly did we get to call that pips as opposed to health...?
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Deathsinger
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After re-reading and downloading your spreadsheet I now understand the point. I originally misunderstood your line "calculate the ratio of your side's strength to the sum of the strengths" interpreting that to mean ratioing the health (pips). What is somewhat troublesome with your results is the dips around 0.4 and 0.6 strength ratios.
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Deathsinger
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How did you create this test in the game? Did you create two units with 1 health point each and have them fight over and over again. Then vary their attack/defense values and repeat?
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