So basically it doesn't matter what the actual damage is, all we need to know is that the mortar kills archers, kills em good ;)
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I don't have x-bow yet so I have no way to tell, but all other units save for the giants and mortars have firing rate close enough to 1 second for the difference between the two systems to be noticible (I have not clocked the firing rates, I'm just basing this on estimation). If the x-bow has such high firing rate, then I agree with you that a damage per second system is more applicable simple because the number of shots per second is too fast to be counted that it is similar to a continuous output unit.
I think COC is one the most well developed games so programmers should be some top notch software engineers. I'm sure there must be some good reasons that they chose this system. I just wonder what they are.
The issues of splash area size and how or whether if damage diminshes as a function of distance from impact center that you brought up are also unclear. But I think since during battle you really don't have precise control over your units, hence very difficult to place units in a specific formation to avoid maximum damage from mortars, splash area size spec is helpful but probably less important.
DAMAGE
PER
SECOND
--end of conversation
PS: Hint it takes mortar roughly 5 seconds to fire
Check damage.... multiply by 5
Magic !!! only those who does not understand basic math dont get this mechanics
Oh you dont even have any replay on your battle to check how long it takes for the mortar to fire, aw how sad no ones attaking you?If you know that DPS means DAMAGE PER SECOND you can simply compute it.
A THINKING PLAYERS SCENARIO::
Hmmm my lvl 4 mortar cant 1 shot a lvl 5archer that have 40hp but i see that everytime that a lvl 4 mortar where in have 7DPS always puts a lvl 5 archer into red life meaning a 40HP lvl 5 acher have few more life left when a 7DPS lvl 4 archer hits it
And by timing how many secs a mortar takes to release each shot you can deduce thatLvl 4 Mortar :7 damage times 5 secs equals only 35 damage per succesful hit
Hmm i need to upgrade my lvl 4 mortar itll add additional 1 DPS then..Additional 1 DPS X 5 secs equals additional 5 damage if i upgraded my mortar to lvl 5Hence a lvl 5 mortar will net you 40 damage per succesful hit
Wow then it means a lvl 5 mortar that have 40 damage ( 8DAMAGE PER SECOND that takes 5 secs to release each shot) will kill a 40 HP lvl 5 archer then ...Oh good thats easy all i need is try to use logic then and use SIMPLE MATH...
For you ill make it simple:
-Check replay
-Time how many secs a mortar shot takes
- Multiply by its damage
-Profit
Okay so mortar damage is damage per second. Mortar attacks ever 5 seconds.
And mortar's bullet's speed is relatively slow right???
lets take a lv 5 mortar for example...
8dps X 5 = 40
So if there is a unit 4 tiles away from the mortar (mortar can attack it) its damage will 40.
And there is a unit 10 tiles away from mortar, just in it range, and it takes a second extra for the bullet to reach it.
DOES THAT MEAN ITS DAMAGE IS INCREASED TO 48???
IF IT DOES EQUAL 48 THEN THE DAMAGE PER SHOT THEORY DOESNT WORK AND IF IT IS STILL THE SAME AMOUNT OF DAMAGE, THEN WHY THE F*** DOES SUPERCELL USES DAMAGE PER SECOND CAUSE IT IS NOT CORRECT AT ALL....
BTW vote to keep your clan troops after attack on facebook...