Friday, March 18, 2011

Evocalc/dxcalc

These are great tools in determining the outcome of a battle; they still need work, but are the most accurate tools you will find when dealing with battle calculators.

A couple tips in using them:

When a hero is equipped with Excalibur, it's actual attack - for battle calculation purposes - is not what Evony says it is. Rather, it is its unadjusted attack value plus 25. (Hopefully evocalc can be patched soon.) If you don't know the unadjusted value, take the displayed attack value and divide by 1.25 (or multiply by 8 and divide by 1000).


The following rarely comes into play, except in unusual no-5k-Ds and valleys. Evocalc should be soon patched with this, but dxcalc has it correct.

The targeting sequence by ranged units (archs, balls, pults) includes a "skip if already dead" factor. Example: your balls have in their range both cavs and swords. Normally, they go for the cavs. But if the cavs are dead, they will target the swords.

The mistake was in when the archers know the cavs are dead. The archers target in the "normal"movement order - ie, according to speed. Thus, if the cavs would be killed by your warriors, your archers can't see the future and so kill the cavs first. Your ballista, however, will see that the cavs are dead (by either warriors or archers) and will target the swords.

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