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Thread: Return on Investment stats for attacks

  1. #1
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    Return on Investment stats for attacks

    I would like to see a return on investment and/or profit/(loss) calculation on the summary after an attack to help determine if an attack was truly successful.

    For example, if I receive 100,000 elixir after an attack with 100% damage, but use 5 dragons (at a cost of 25,000 elixir each), the attack is not really a victory because it had a net cost of 25,000 elixir. (5 dragons x 25k = -125,000 + 100,000 = -25,000).

    Ths calculation should take into account the training value of the army, cost of spells, and the cost of searching for the right opponent.

  2. #2
    Forum Legend Daddy's Avatar
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    not a bad idea actually.
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  3. #3
    Millennial Club MxR081N's Avatar
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    This would be good

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    Quote Originally Posted by OldManOnTheMountain View Post
    I would like to see a return on investment and/or profit/(loss) calculation on the summary after an attack to help determine if an attack was truly successful.

    Ths calculation should take into account the training value of the army, cost of spells, and the cost of searching for the right opponent.
    This could also be expanded into daily/weekly calculations, which would need to include harvesting the resources and the resources lost when your base is attacked. Here, I am thinking about a simple table, something along the lines of:


    today yesterday season to date
    gold elixir dark elixir gold elixir dark elixir gold elixir dark elixir
    resources taken 163,540 117,965 250 525,000 375,000 750 1,575,000 1,125,000 2,250
    army cost - (87,440) - - (225,000) (350) - (675,000) (1,050)
    spell cost (67,000) - - (201,000) - - (603,000) - -
    attack search (10) (3,800) (11,400) - - (34,200) - -
    attack result 92,740 30,525 250 312,600 150,000 400 937,800 450,000 1,200
    resources harvested 15,000 15,000 200 75,000 75,000 1,000 225,000 225,000 3,000
    resources lost (defense) (70,329) (117,240) - (250,000) (125,000) (400) (750,000) (375,000) (1,200)
    net result 37,411 (71,715) 450 137,600 100,000 1,000 412,800 300,000 3,000

    The idea is to highlight the cost of training an army or other strengths/weaknesses (e.g., poor defenses).
    Last edited by OldManOnTheMountain; September 22nd, 2013 at 03:16 PM.

  5. #5
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    Here is what I am thinking for a post-attack summary (actual data from my last attack):

    gold elixir dark elixir
    resources taken 163,540 117,965 250
    army cost - (87,440) -
    spell cost (67,000) - -
    attack search (10) (3,800)
    net result 92,740 30,525 250


    This could then be expanded to show more detail about the army/spells expenses:

    gold elixir dark elixir
    resources taken 163,540 117,965 250
    army unit # used unit cost
    barbarians 29 80 (2,320)
    archers 20 160 (3,200)
    goblins 24 80 (1,920)
    giants 13 2,000 (26,000)
    wall breakers 6 2,500 (15,000)
    wizards 8 3,000 (24,000)
    healers 2 6,000 (12,000)
    balloons 1 3,000 (3,000)
    army cost - (87,440) -
    spells used
    healing 2 20,000 (40,000) - -
    rage 1 27,000 (27,000) - -
    spell cost (67,000) - -
    attack search (10) (3,800)
    net result 92,740 30,525 250

  6. #6
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    Oh, I forgot to include gold and elixir attack bonuses on the post-attack recap. Also, on the daily/weekly/season summary it should include the elixir value of units donated and received.

  7. #7
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    Yes more stats

    Quote Originally Posted by OldManOnTheMountain View Post
    I would like to see a return on investment and/or profit/(loss) calculation on the summary after an attack to help determine if an attack was truly successful.

    For example, if I receive 100,000 elixir after an attack with 100% damage, but use 5 dragons (at a cost of 25,000 elixir each), the attack is not really a victory because it had a net cost of 25,000 elixir. (5 dragons x 25k = -125,000 + 100,000 = -25,000).

    Ths calculation should take into account the training value of the army, cost of spells, and the cost of searching for the right opponent.
    It would be good to know how you are doing since the log is short. Optimally there would be average stats for those of your town hall and you could compare yourself against the average. It would be great to see how your defense is faring vs others of your level as well, not just attacks. For instance, average loss per battle, average defeat percentage. The stats could show for last xx days and cumulative to date.

  8. #8
    Super Member l1lvink's Avatar
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    Thats not a bad idea tbh, but some of those massive calculations would just make the game look a bit too mathematical and 'nerdy'-but i would quite like a small overview.
    Perhaps army train time would be another cool feature.
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  9. #9
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    Small overview better like next to the gold achived it would say next to it the profit. Like VICTORY!

    Loot Won:

    800,000 GOLD - 398,000 GOLD

    No calculations, COC is a strategy game, not a mathematical one.

  10. #10
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    Ur getting good feedback from this?

    If you don't know how much ur army costs and u attack and get less elixir than it costs to make ur army just know it was a fail - no need to complicate the game or ask Supercell to do silly little things that you should already know how to calculate. its simple math. If u want to know how much gold you've won/lost look at the amount of gold u have before finding an attack and then after the attack is ur gold now higher or lower? Duh.. i don't see any real benefit adding this to the game

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