Change % loss on storages, more you damage; more you get
Why does the game have a rather linear formula when it comes to storage loss?
Especially since the recent update which lifted the storage cap to 350,000, 400,000 etc. We have an outdated loss formula with new storage caps.
If a storage has 100,000 gold. You destroy half it's HP you get about 50,000.
That is wrong if you ask me, first 50% should be closer to 25% loot. At 50% HP loss in this case you should really only be looking at 25,000 gold loss.
Think of a storage like a brick wall, you hit it many times putting many cracks in it and knocking out a couple of bricks. But most bricks are still standing, so how the hell are you supposed to take a significant portion of what is on the other side if they are still standing? You can't, it's impossible.
So why do storage's in Clash of Clans work like that, particularly now with higher storage caps? Damaging only a small portion of the storage should release next to no loot. The loot should be loaded to release far more when it is nearly/completely destroyed. In an exponential form.
It would also help control the questionable dark elixir lightning problems the game has.
I ran a simple spreadsheet. First column represents % damage to the storage.
Second column simply using a + the previous number. Ultimately adding to 5050.
Then dividing this column by 5050. Like magic, you have a new, logical loot loss based on damage delivered.
Extracts below. You could easily recreate the entire spreadsheet for yourselves.
| % HP Loss |
Calculate |
Loss Loss |
| 1 |
1 |
0.02% |
| 2 |
3 |
0.06% |
| 3 |
6 |
0.12% |
| 4 |
10 |
0.20% |
| 5 |
15 |
0.30% |
| 6 |
21 |
0.42% |
| 44 |
990 |
19.60% |
| 45 |
1035 |
20.50% |
| 46 |
1081 |
21.41% |
| 47 |
1128 |
22.34% |
| 48 |
1176 |
23.29% |
| 49 |
1225 |
24.26% |
| 50 |
1275 |
25.25% |
| 51 |
1326 |
26.26% |
| 52 |
1378 |
27.29% |
| 94 |
4465 |
88.42% |
| 95 |
4560 |
90.30% |
| 96 |
4656 |
92.20% |
| 97 |
4753 |
94.12% |
| 98 |
4851 |
96.06% |
| 99 |
4950 |
98.02% |
| 100 |
5050 |
100.00% |
This would really control the DE lightning problem, if someone bolts the storage stand alone they will not get much. However, if they attacked first; damaged it but did not finish it. Using lighting would be able to get a massive return.
That is really how it should be. You want the loot? Properly destroy the storage, not scratch the surface and get huge reward for it. Same goes for any storage, you can only damage half of my elixir storage? Then you only deserve a small amount of the loot.
Please change the formula SuperCell, it is logical & would be consistent across the board.
It would help support the new storage caps & most of all, will put one of the frustrating elements of the game to bed without affecting the lightnings spell to destroy buildings - which is it's primary purpose.
TL;DNR version: Change linear loot loss to exponential loot loss.