Hero – Attack with Intelligence

Posted: 9th August 2011 by xSammiex in Heroes
Tags: ,
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A while back I tried to make a combat calculator that incorporated technology and heroes, but it didn’t quite work! There was some unknown factor in play, and after lots of testing I’ve discovered that Intelligence gives a boost to defence – up to a maximum of 50% damage reduction. The pics below show the big difference Intelligence can make when hero’s Attack isn’t a factor (due to shear numbers).

The Calculator

https://docs.google.com/spreadsheet/ccc?key=0Ans3NhaMDLGkdFYtOGcteDhRZHJqWW5Bd1UyWHotMHc&hl=en_GB#gid=6

Tips
When you start on a new server, the hero to look for would be one with both Attack and Intelligence in the high 60s. It’s not really practical to increase both stats, saying that, check out the ram v archer example later in this thread.
Also if you’re sending enough troops to one-shot the enemy then sending your most intelligent hero would be the smart thing to do.
When checking the Inn for new heroes I add together Intelligence and Attack then deduct the hero’s level, anything over 120 is good, 125+ very good, 130+ buy that dude a drink and offer him your sister!
Here’s an example of what the buff items will do; the Corselet increases an archer’s base defence by 20%, applying the Art of War on a hero with 60 Intelligence would increase base defence by 15%.

Chart below, compiled by Neokarasu, shows how much Intelligence is needed to gain the maximum 50% damage reduction (Iron Working level 10 assumed). Scouts gain no benefit from Iron Working and Cataphracts are already maxed-out from Iron Working alone.

Chart comparing the benefits of adding 110 and 100 points to Attack and Intelligence, Int column shows gain in effective life.

Notes: The starting point is 50 Intelligence. The more Intelligence your hero has the more benefit each point of increase gives him, whereas Attack is always a flat increase.
Techs are assumed to be level 10 which means that both swordsmen and cataphract already have maximum defence. For the curious, increasing Intelligence from 49 to 50 would increase swordsman’s effective life by 5.2.
Ranged damage is at 50% effectiveness, double the number to give 100% damage.
* defence has reached maximum, no further benefit.

Formulae

Attackers’ damage
B/100(H + T + 100)N

B base attack, H hero attack, T Military Training (percentage), N number of attackers

Defence
1 – (((I + T + 100)/100)D)/1000)

I intelligence, T Iron Working (percentage), D base defence

Life
L x 1.T

L base life, T Medicine (percentage)

Effective Life
L/D

L Life (as derived from above formula), D Defence (ditto)

Casualties
A/E

A Attackers’ Damage (as derived from above formula), E Effective Life (ditto)

OK the thread is a bit complex, but the general gist of it is that the INTEL of a hero affects the DEFENCE or LIFE of some units..

Different units get their 50% defence bonus (500) with differing levels of INTEL…
eg
INT163 for ballistas and rams
INT128 for cavs

for some units the INTEL requirement is ridiculously high
eg
INT850 for swords and warriors

and for phracts, they are already so damn s3xi and maxed out that INTEL doesn’t affect them at all

What this means is that with higher INTEL heroes you sustain lower losses on winning waves, and that your losing waves will last more rounds and do more damage before they die

With waves of Cav or Rams and Ballis, sending a higher INTEL hero, even tho the ATT may not be your best will produce better results

The Numbers: 

Worker (D = 10)::: Int = 4850
Warrior (D = 50):: Int = 850
Scout ( D = 20)::: Int = 2350
Pikes (D = 150)::: Int = 184
Swords (D = 250):: Int = 50
Archers (D = 50):: Int = 850
Cavs (D = 180):::: Int = 128
Bal (D = 160)::::: Int = 163
Pult (D = 200):::: Int = 100
Ram (D = 160)::::: Int = 163
Phracts (D = 350): Int = 0 (it’s actually a negative number so Phracts are already “defense capped” after IW10 – or IW9 to be exact – so that’s why they’re one tough mofo)

An Example (direct quote from the thread, post #45 by Birtles) 

Let’s say you’re lucky enough to recruit a level 1 hero with 70 attack and 63 Int, over the next 200 levels you only upgrade his attack, which is now 270. He leads an army of 100k rams into battle against 500k archers – no other troops involved. The rams suffer damage for 6 rounds (2 rounds at 50% damage, 4 at 100%) before they reach the archers on round 7. Defending hero has 200 attack and 20 intelligence (I know, not as impressive but it’s for fun remember?)

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Result: 7712 Battering rams make it to melee distance 

Total rounds: 9, Archers killed: 27,694

Now what if that same hero evenly distributed his 200 upgrade points on attack and intelligence, giving him, at level 200, 170 attack and 163 intelligence (now defence capped for rams).

Result: 30,000 rams make it to melee distance

Total rounds: 26, Archers killed: 414,261 

It’s pretty much horses for courses. Archers, warriors and workers gain little benefit from intelligence, cavalry would benefit more from attack as they’re more than likely to die fast regardless of defence. It’s not an issue for cataphracts and swordsmen are pretty easy to cap.

Be shrewd when recruiting your heroes, a hero with base 70 attack and only 10 intelligence isn’t as good as a hero with 65 attack and 50+ intelligence, of course it’s better to just recruit both

The best advice would be not to neglect your Intelligence hero, make sure that he’s out attacking the valleys and npc farms just as much as your attack heroes.

 

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Notes: The starting point is 50 Intelligence. The more Intelligence your hero has the more benefit each point of increase gives him, whereas Attack is always a flat increase.

Techs are assumed to be level 10 which means that both swordsmen and cataphract already have maximum defence. For the curious, increasing Intelligence from 49 to50 would increase swordsman’s effective life by 5.2.

Ranged damage is at 50% effectiveness, double the number to give 100% damage.
* defence has reached maximum, no further benefit.

 

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