06.03.2011 - 07:06
What does it do? I unlocked Lucky Bastard, and it works great, but what does it do? XD
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06.03.2011 - 08:00
Think of After Roll Bonus as a critical hit. It adds on to the units attack or defense roll, and may allow you to turn a defeat into a narrow win. Currently there is a 30% chance for an ARB of 1 to occur, with less % for higher numbers.
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06.03.2011 - 09:53
Critical hit, so basically it adds tu the att/def of the unit.
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14.03.2011 - 11:09
I have a question about after roll in stacks, someone told me that stacks get only one after roll, is this true or does the after roll add up for all units? For example I have 5 units of attack 40 in total with ARB of 1, is the final attack 40 + 1 = 41 or is it 40 + (1 x 5) = 45.
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14.03.2011 - 11:51
Rolls are not combined for stacks. The battle is basically always 1 unit vs 1 unit (until one of them is destroyed, then the next one is picked). ARB is added (or not added) for each roll.
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14.03.2011 - 11:54
The ARB is handled per unit in the stack (not per stack) so with your stack of 40 units with an attack of 8 and an arb of 1 each unit rolls 1-8 and deals that many HP to the enemy every roll then you have a 30% chance of dealing an additional 1 HP for you ARB
---- ~
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15.03.2011 - 04:08
Question: What exactly is the ARB chance for higher ARBs? I know it's a 30% chance of getting the lowest possible ARB. Almost all units have a max ARB of 3. A tank has a 30% chance of getting an ARB of 1, but what about 2 and 3? Is it different for other units? What's the chance for the huge ARBs you can get with Lucky Bastard? The max ARB (with L.B.) for most units is 6, and the max for destroyers is 8. Are the Bastard modified upper bounds less likely than the normal ones? I tried out Lucky Bastard, and it seemed okay, but I didn't really see a big improvement.
---- lol. NO!
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15.03.2011 - 10:02
Let's say you have ARB 3 It's 30% to get the first +1 Then (requiring you get the first +1)it's 66% chance to get the next +1 making it +2 Then (requiring you get the 2nd +1) it's 66% chance to get the next +1, making it +3 The initial roll is always 30% and then every roll after is 66%
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23.07.2012 - 05:05
I always use SM as strategy, and because of that my infantrie has a arb of 1 and my bombers 4.. so: the INFANTRIE has a max of 6 + 1 defends and the BOMBER has a max of 5 + 4 defends so i need to use bombers in stead of infantries to defend?
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23.07.2012 - 06:05
For units that have ARB, it's 25% chance to get extra +1 to attack or defence on each roll. If unit's ARB is more than 1, you then have a 66% chance for each consecutive +1. Here's an example for your bomber unit with 4 ARB: +1 25% +2 25%*66%=16,5% +3 16,5%*66%=10,89% +4 10,89%*66%=~7,19% Besides that infantry is a lot cheaper, the ARB of the bomber will not make it stronger in defence then infantry. So i woudn't advice you to use bombers for defence.
---- Exceptional claims demand exceptional evidence.
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05.08.2012 - 20:28
My apologies for being really dense on this... ARB is "the maximum 'critical shot', which has a chance of adding to the base damage. Higher ARB is proportionately less likely." No strategy has Infantry with: A/4 D/6 ARB/2 HP/7 R/6 Lucky Bastard gives "+10 ARB, +4 View Range, +10 cost all units". Infantry now has: A/4 D/6 ARB/2 +10 HP/7 Range/6 What does that (+10) mean? Is it a higher possible hit value? This would mean my infantry has 25% chance of +1, up to a 0.26% chance of doing 12 points of damage. Is it a change in the percentage? This would mean my infantry has a 35% chance of +1 then 35% * 76% = 27% of +2. Both of these possibilities could be pretty powerful. The idea that an Air Transport could do 14 points of damage (0.26% of the time) on attack is pretty incredible.
---- I have not yet begun to troll!
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05.08.2012 - 21:03
That +10 means your infs now have 12 ARB, so they have the potential to deal 16 points of damage in a single attack, if they get their highest attack possible (4), and the highest ARB possible (12). However, ARB gets fairly meaningless after about the 5th ARB, due to the extremely low probability of getting those extra ARB. ARB really only makes a difference with huge stacks, where you often see over 100 battles in a single clash. The probability 'p' of any given ARB 'n' can be calculated with: p= .25 * (.66^(n-1)). Well .66 to the 4th power divided by 4 isn't too significant, which is why Lucky Bastard isn't a very good strat- you'll almost never get those ARB above 4. Plus, the ARB will only ever kick in 1/4 of the time, so that air transport will still deal 1 attack damage 75% of the time. My advice: don't ever use LB. It was originally intended as a joke strategy; that extra 10 ARB just isn't worth the extra 10 cost.
---- "If in other sciences we are to arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics." -The Opus Major of Roger Bacon
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05.08.2012 - 23:06
OK. I figured it was increasing amount of damage, not increasing chance of damage. Now to read up on the rest of the strategies I now have access to and figure out how they work and, more importantly, how they effect game play.
---- I have not yet begun to troll!
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