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Bolt

Defense: Explained More

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Commanders,

In a previous post, I went over the effects of Defense and how it reduces incoming damage:

http://www.worldwarfare.com/topic/1735-what-does-defense-do-explained/

The purpose of this post is to simplify some of the math and give you a different way to look at the effects of Defense:

Every 10 points of Defense require that a Unit take 1% more of its maximum health in damage to be killed.

For example, if you increased a Unit's Defense by 1,000, you are effectively increasing its health by 100%. That's it! This is the simplest way to think of Defense without getting into the math.

 

If you're interested in more detail, look below:

Let's call the Health of a  Unit after factoring in Defense Effective Health. The formula is as follows:

Effective Health = (1+Defense/1,000) x Health

For example, a Sherman Tank has the following basic stats (without any upgrades):

Health: 4,567

Defense: 1,200

using the formula:

(1+1,200/1,000)x 4,567=10,048 HP

Yes, a Sherman Tank's Effective Health is more than double its regular health!

Another example:

The Cannoneer Tech "Camouflaged Guns" gives your Rocket Launcher, Artillery and Self-Propelled Artillery 250 Defense vs. Bombers when maxed. This means that in effect those units would have 25% more HP when attacked by Bombers.

I hope this gives you another tool to look at the effects of Defense. Thank you for reading!

 

 

 

 

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When this happens does the screen show the arty with the 250 added defense taking less dmg while in reality it has been given bonus health but not shown? Just clarification for myself. 

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1 hour ago, Pluto said:

When this happens does the screen show the arty with the 250 added defense taking less dmg while in reality it has been given bonus health but not shown? Just clarification for myself. 

Defense (and extra Defense) lowers the damage a Unit takes with every attack, it isn't bonus health. The concept above of "Effective Health" is a tool to help translate how much more damage the unit needs to take to die thanks to the Defense bonus. Rather than do a bunch of math to determine how effective additional Defense is, you can think of it as (for example) "every 10 points of Defense require that a Unit take 1% more of its maximum health in damage to be killed." This could help you evaluate the value of tech skills.

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I actually didn't know this. And just now read it for the first time. Very informative and useful. Thank you!

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On 10/17/2017 at 2:16 AM, Bolt said:

Commanders,

In a previous post, I went over the effects of Defense and how it reduces incoming damage:

http://www.worldwarfare.com/topic/1735-what-does-defense-do-explained/

The purpose of this post is to simplify some of the math and give you a different way to look at the effects of Defense:

Every 10 points of Defense require that a Unit take 1% more of its maximum health in damage to be killed.

For example, if you increased a Unit's Defense by 1,000, you are effectively increasing its health by 100%. That's it! This is the simplest way to think of Defense without getting into the math.

 

If you're interested in more detail, look below:

Let's call the Health of a  Unit after factoring in Defense Effective Health. The formula is as follows:

Effective Health = (1+Defense/1,000) x Health

For example, a Sherman Tank has the following basic stats (without any upgrades):

Health: 4,567

Defense: 1,200

using the formula:

(1+1,200/1,000)x 4,567=10,048 HP

Yes, a Sherman Tank's Effective Health is more than double its regular health!

Another example:

The Cannoneer Tech "Camouflaged Guns" gives your Rocket Launcher, Artillery and Self-Propelled Artillery 250 Defense vs. Bombers when maxed. This means that in effect those units would have 25% more HP when attacked by Bombers.

I hope this gives you another tool to look at the effects of Defense. Thank you for reading!

 

 

 

 

where does the 1 come from? 

 

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On 17/10/2017 at 03:16, Bolt said:

comandanti,

In un post precedente, ho esaminato gli effetti della Difesa e in che modo riduce i danni in arrivo:

http://www.worldwarfare.com/topic/1735-what-does-defense-do-explained/

Lo scopo di questo post è di semplificare alcuni dei calcoli e darti un modo diverso di guardare gli effetti della Difesa:

Ogni 10 punti di Difesa richiedono che un Unità prenda l'1% in più della sua salute massima in danno per essere ucciso.

Ad esempio, se aumenti la Difesa di un'unità per 1.000, aumenti effettivamente la sua salute del 100%. Questo è tutto! Questo è il modo più semplice per pensare alla Difesa senza entrare in matematica.

 

Se sei interessato a maggiori dettagli, guarda sotto:

Chiamiamo la salute di una unità dopo aver fattorizzato in Salute efficace della difesa . La formula è la seguente:

Salute effettiva = (1 + Difesa / 1.000) x Salute

Ad esempio, un Tank Sherman ha le seguenti statistiche di base (senza alcun aggiornamento):

Salute: 4,567

Difesa: 1.200

usando la formula:

(1 + 1.200 / 1.000) x 4.567 = 10.048 HP

Sì, la salute effettiva di un carro armato di Sherman è più del doppio della sua salute normale!

Un altro esempio:

La Cannoneer Tech "Pistole camuffate" fornisce al tuo  lanciarazzi, artiglieria e artiglieria semovente 250 Difesa contro i bombardieri al massimo. Ciò significa che in effetti quelle unità avrebbero il 25% di HP in più se attaccate dai bombardieri.

Spero che questo ti dia un altro strumento per guardare gli effetti della Difesa. Grazie per aver letto!

 

 

 

 

taking into account the defense parameter and HP, the damage that a unit suffers, is calculated per minute or seconds?.

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On 8/27/2018 at 7:45 AM, Mauro87 said:

taking into account the defense parameter and HP, the damage that a unit suffers, is calculated per minute or seconds?.

It was originally one time per minute. Now it is once in 15 seconds and then once per minute thereafter. The issue as I understand it is that while the speed can be adjusted per map, the combat resolution is the same across all maps. that was the reason for the initial change. With the all the maps now 2x speed maps, it would be best if it was standardized at once per 30 seconds. That means that other things need to be adjusted as well.

Speed is x2 so you need to do the following to get every thing back in balance:

  • Combat resolved every 30 seconds
  • Shorter combat resolution means the towed units should lose their setup time (or have it drastically reduced)
  • Unit build/expand times times and costs need to be 1/2 (not resources income. those should be left the same. If you 1/2 the cost, you are effectively doubling the resources. This allows for the fact that units move and die faster so they need to be built cheaper and faster.
  • 1/2 the xp gained for each unit kill to keep the rate that players gain battle level  the same (this affects battlefield tech and troop count, which needs to stay the same )
  • The build times should NOT change. the "pace" of the game needs to be the same (When bombers are available, LC advancements, etc)
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17.10.2007 в 5:16, Болт сказал:

Командиры,

В предыдущем посте я использовал эффекты защиты и уменьшил входящий урон:

http://www.worldwarfare.com/topic/1735-what-does-defense-do-explained/

Цель этого поста - упростить некоторые из математических и дайте вам другой способ взглянуть на эффекты защиты:

Каждые 10 очков обороны требуют, чтобы подразделение получало на 1% больше своего здоровья здоровья за ущерб, который должен быть убит.

Например, если вы увеличили защиту подразделения на 1000, вы фактически увеличите свое здоровье на 100%. Это оно! Это самый простой способ думать о Защитите, не вникая в математику.

 

Если вас интересует более подробно, посмотрите ниже:

Давайте назовем «Здоровье группы» после факторинга « Эффективное здоровье» . Формула такова:

Эффективное здоровье = (1 + защита / 1000) x Здоровье

Например, Sherman Tank имеет следующую базовую статистику (без каких-либо обновлений):

Здоровье: 4,567

Оборона: 1200

используя формулу:

(1 + 1200/1000) х 4567 = 10 048 л.с.

Да, эффективное здоровье Шермана Таня более чем в два раза увеличить его регулярное здоровье!

Другой пример:

Cannoneer Tech «Камуфляжные пушки» дает вам ракетную ракету, артиллерию и самоходную артиллерию 250 «Защита против бомбардировщиков» при макс. Это означает, что на 25% больше HP при атаке бомбардировщиков. 

Надеюсь, это даст вам еще один инструмент, чтобы посмотреть на последствия обороны. Спасибо за чтение!

 

большое спасибо за информацию

 

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