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New Server Testing
Thanks for the info.

The report shows two Fear/Crack the Sky spells were cast but only one fear between them actually applied (making the max fear from 35% to 60%). Since Crack the Sky is such a high-level spell and takes a lot to develop for a wizard, it is ok for the game to have that particular spell to exceed the max fear limit.

P9 casting spell 83 (Incendiary Cloud) for 45,000 damage (including presence)
P8 casting spell 97 (Crack the Sky) for 18,400 damage
P7 casting spell 107 (Fear) for 3,500 damage

Total 66,900 spell damage is a lot when you think about it but that should have been greatly reduced from the Legendary Castle's loss divider. The rulebook says a Legendary Castle adds +3.3 to the PC's loss divider. That alone would reduce the total spell damage to 20,272 (not including the base PC's loss divider plus any random elements or if the PC was a capital).

So, yes, that was a lot of spell damage. However, 20,272 vs 68,994 of the PC is less than 1/3rd the amount to win the battle. Less when considering the other loss divider adjustments. So, only doing 1/3rd or less the damage necessary to win the battle doesn't seem to be very much of a factor. I was informed by another player that troop composition, in particular, its defense value determines battles. Perhaps, the same here rather than the Troll bonus or wizard spell damage. I'm just trying to understand so that I may become a better player that's all.

On a different note, about the Troll situation, even if 3 brigades were the maximum allowed, that would still be a +30% reduction to the PC which is very high just for having a troop type in your group. I mean, a P5 wizard which takes a lot of gold to develop in the game will only do 25% and three Trolls will do more. Would it be better to limit the Trolls even further in order to be proportional to the wizard maximum fear effect.
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Actually, only one *Crack the Sky* was cast, my mistake. The spells used were *Crack the Sky*, *Fear*, and *Incendiary Cloud*.

Fear effects from all sources are capped at 35%. This is where adding another damage spell would have sped up the fight during the magic phase.

Almost all the damage occurred during the missile phase from the castle and was survived due to the troops’ defense, improved armor. The castle had roughly half the defense of the troops once the loss divider was factored in, and gets weaker as it suffer damage in the following stages much like troops do.

The magic phase dealt 66,900 raw damage, and in the remaining phases, the castle did little damage. Again, because of troop composition, morale, and improved weapons, and how the "storm" phase is calculated against the PC's was enough damage to eventually win.  I will add there are 8 rounds of storm, so the strong storm from the group ate away the remaining the following rounds.

In simple terms, the group without wizards had zero chance of winning. It simply didn’t have enough damage to breach the walls, even after mitigating defenses with spells like *Fear* and *Crack the Sky*. It needed the damage done in the magic phases to reduce the (PC) HP below the surrender threshold.

As to the number of Trolls undecided, it wont be 5 for sure Smile
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Reading the combat posts here has given me a notion on what may be baffling our combat mathematicians. I believe that the combat modiffiers are calculated after each phase. So losing a few troops could greatly lower your numbers after the 1st phase or 2. For example lets take a group with 6 orcs 3zamorans and 2 minotaurs. That would give 10% for zamorans 15% for minotaurs and 10% for orcs for a total of 35% bonus. If during the missle phases you lost 1 zamoran 1 minotaur and 2 orcs that would lower your combat modifier by 35% for the remainder of the battle. The reason being you need 3 zamorans for the bonus and 2 minotaurs and each orc over 4 gives a bonus. This loss before the storm phase could drastically alter any combat calculations and result in an unexpected loss. I could be wrong about this and hope some of our savy mathematicians can prove this one way or another for me and the community at large.
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Xerro,

You are correct. Losses impact a unit's ability to produce damage and also move it closer to the retreat threshold. Player Characters (PCs) also deal reduced damage as losses accumulate throughout the battle phases.

I can honestly say I have not looked into whether bonuses diminish or disappear during the various phases, but damage output most certainly decreases from phase to phase as losses mount.
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It is disheartening to see that the system allows three high-level wizards and six brigades to overcome a legendary PC. It does not feel right when groups of 20 or 30 brigades plus from such kingdoms as the Elf and Ranger would struggle to touch a legendary castle.
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Agreed, and working on it Smile
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Sharing the results of my attempts to "Exceed Maximum Assured Level" as Dwarves in 100002:

- Failure to advance in power
+ The wizard has gained power beyond the normal highest level for our kingdom!

Turn SU KR ZA
35    -    -   -
34    -    -   -
33    -    -   -
32    -    -   -
31    -
30    -   P6+ -
29
28    -    -   -
27    -    -   P6+
26    -
25    -
24    -
23    -
22    P8+    P5
21    P7+ P5
20    -
19
18    -
17
16    -
15    P6+
14    -
13    -
12    -
11
10    P5

SU 3/21
KR 1/7
ZA 1/7

Chance of Success from the Rulebook
Assured Level P5
P6 = 50% (1/2)
P7 = 25% (1/4)
P8 = 12.5% (1/8)
P9 = 6.25% (1/16)

Actual Success Rate
Overall 5/35 = 14%
P6 Attempts 3/8 = 37.5%
P7 Attempts 1/14 = 7%
P8 Attempts 1/1 = 100%
P9 Attempts 0/12 = 0%
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Statistically your success rate was moderately low but perfectly normal.
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Does it matter what turn you attempt to exceed max assured level? Is it better earlier in the game or later?
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As a percentage? No. Getting to be able to try earlier means you have more chances to try.
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