Page 5 of 6 FirstFirst ... 3456 LastLast
Results 41 to 50 of 51

Thread: how is damage from mortar calculated?

  1. #41
    Pro Member
    Join Date
    Nov 2012
    Posts
    528
    Quote Originally Posted by jamesdemuth View Post
    Okay, I just read all 4 pages of these posts... phew!

    yes, you can look at the .csv files to determine shots/sec and what not, but it really wouldn't be that hard for supercell to display:

    Damage/Shot
    Shots/Sec


    and (something I didn't see mentioned):

    Splash Radius!

    It is only with all three can you accurately compare weapons and see how effective they are against different troop types. Otherwise, unless you feel like wasting an inordinate amount of time taking screen shots or digging up csv files you will be at a disadvantage since this information is very helpful for setting up your base defenses.

    just my 2 cents...

    -J
    The blast radius issue was first brought up by Twister and followed up by my replying post.

    The rest I agree with you. And indeed there are other things too. For example speed. Exactly what does the speed values mean? OK, 16 for barbs and 12 for giants tells us that barbs moves 25% faster than giants. But how are these values related with tiles/ time? I don't believe simply a number 16 will give anybody any idea how fast a barb moves across the screen. But Apparently nobody cares. Like I said in my reply to Twister, this is possibly due to the fact that we don't have precise control over deployed troops. So the demand for precise listings is not that high.

  2. #42
    1k bytes bbodega's Avatar
    Join Date
    Sep 2012
    Location
    Berkshire, UK
    Posts
    1,024
    Quote Originally Posted by zxzxj View Post
    The blast radius issue was first brought up by Twister and followed up by my replying post.

    The rest I agree with you. And indeed there are other things too. For example speed. Exactly what does the speed values mean? OK, 16 for barbs and 12 for giants tells us that barbs moves 25% faster than giants. But how are these values related with tiles/ time? I don't believe simply a number 16 will give anybody any idea how fast a barb moves across the screen. But Apparently nobody cares. Like I said in my reply to Twister, this is possibly due to the fact that we don't have precise control over deployed troops. So the demand for precise listings is not that high.
    I've got a pretty good feel for troops and how to use them, just from playing the game. No amount of maths is really going to make that much difference, but it is good to know. And when people start digging down to get to the maths, it's kinda annoying when all the data is vague.

    BB

  3. #43
    Pro Member
    Join Date
    Nov 2012
    Posts
    528
    Quote Originally Posted by bbodega View Post
    I've got a pretty good feel for troops and how to use them, just from playing the game. No amount of maths is really going to make that much difference, but it is good to know. And when people start digging down to get to the maths, it's kinda annoying when all the data is vague.

    BB
    Well there're different ways to enjoy a game. Maximizing effectiveness of units through maticulous calculation is one of them. Playing by feeling is perfectly fine and respectable. But feeling alone is probably not going to be enough. For example, suppose you have a group of lv5 archers coming up against a lv10 canon, minimumly how many archers do you have to deploy in order to take it out? And how do you determine whether to deploy a lot of archers so the canon can be taken out quickly and have minimum casualties or to deploy minimum troops so you have more troops available to take out other targets simultaneously? If you can feel out the answers to these questions, then I gotta give it to you bro, you have exceptional intuition.

    Or there is always casual game playing.

  4. #44
    Junior Member
    Join Date
    Oct 2012
    Posts
    52
    Quote Originally Posted by zxzxj View Post
    The blast radius issue was first brought up by Twister and followed up by my replying post.

    The rest I agree with you. And indeed there are other things too. For example speed. Exactly what does the speed values mean? OK, 16 for barbs and 12 for giants tells us that barbs moves 25% faster than giants. But how are these values related with tiles/ time? I don't believe simply a number 16 will give anybody any idea how fast a barb moves across the screen. But Apparently nobody cares. Like I said in my reply to Twister, this is possibly due to the fact that we don't have precise control over deployed troops. So the demand for precise listings is not that high.
    movement speed is simply based on a smaller grid system which isnt shown on the screen. the moment u deploy the troop, the computer will calculate the shortest route between the unit to the building based on this smaller grid system and therefore determine how long does it take for the troop to reach the building.

    you can calculate how much smaller the invisible grid compare to the basic grid show on screen by putting a replay video into a video editing program, broken it down to frame by frame and see how many tiles a barbarian (or any other unit) run straight across. then divide by their speed.

    for example: if in 1 second, the barbarian run 2 tiles. assuming the barbarian running 16 small tiles/ second. -> 1 basic tile = 8 small tiles.

  5. #45
    Junior Member
    Join Date
    Oct 2012
    Posts
    52
    Quote Originally Posted by Aayush View Post
    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...
    No Sir, You dont understand how it work.
    In my theory, a mortar works in a chain events like this.

    step 1: is the mortar alive? no - stop the chain.
    yes: go to step 2
    Step 2: is target in range? no - repeat step 2
    yes- go tot step 3
    Step 3: pick the closest target. ( you will see the mortar move its head toward that direction)
    start time counting. 5s
    ( note: there is probably 0.0001 second between step 1-2-3)
    Step 4: time counting down 4s
    Step 5: time counting down 3s
    Step 6: time counting down 2s. start the fire animation.
    Step 7: time counting down 1s. animation still playing.
    step 8: time still counting down. animation ended
    Step 9: time counting down to 0s.
    if target still alive. start step 2 with the same target.
    if target dead. repeat step 1
    ( note: the animation is probably between. 1 second for the closest target ( 4 tiles away) and 2 second max for the furthest target ( 11 tile away) so the animation always ended before the count down end.

  6. #46
    Pro Member
    Join Date
    Nov 2012
    Posts
    528
    Quote Originally Posted by maciawa View Post
    movement speed is simply based on a smaller grid system which isnt shown on the screen. the moment u deploy the troop, the computer will calculate the shortest route between the unit to the building based on this smaller grid system and therefore determine how long does it take for the troop to reach the building.

    you can calculate how much smaller the invisible grid compare to the basic grid show on screen by putting a replay video into a video editing program, broken it down to frame by frame and see how many tiles a barbarian (or any other unit) run straight across. then divide by their speed.

    for example: if in 1 second, the barbarian run 2 tiles. assuming the barbarian running 16 small tiles/ second. -> 1 basic tile = 8 small tiles.
    I'm not familiar with game programming but what you said make sense. It actually makes my point- unless you either jailbreak the game or are familiar with game programming, you really can not get a clear perception of some of the properties listed in the game.

  7. #47
    Pro Member
    Join Date
    Nov 2012
    Posts
    528
    Quote Originally Posted by maciawa View Post
    No Sir, You dont understand how it work.
    In my theory, a mortar works in a chain events like this.

    step 1: is the mortar alive? no - stop the chain.
    yes: go to step 2
    Step 2: is target in range? no - repeat step 2
    yes- go tot step 3
    Step 3: pick the closest target. ( you will see the mortar move its head toward that direction)
    start time counting. 5s
    ( note: there is probably 0.0001 second between step 1-2-3)
    Step 4: time counting down 4s
    Step 5: time counting down 3s
    Step 6: time counting down 2s. start the fire animation.
    Step 7: time counting down 1s. animation still playing.
    step 8: time still counting down. animation ended
    Step 9: time counting down to 0s.
    if target still alive. start step 2 with the same target.
    if target dead. repeat step 1
    ( note: the animation is probably between. 1 second for the closest target ( 4 tiles away) and 2 second max for the furthest target ( 11 tile away) so the animation always ended before the count down end.
    Between step 4 to step 9 there should be intermediate steps to check if target is destroyed or has moved out of range, or if the mortar is destroyed. If any of these conditions is met, loop back to step 1.

  8. #48
    Fresh Spawn
    Join Date
    Jan 2013
    Posts
    4
    Quite the interesting thread! You all brought up alot of interesting points!

    First off, dahimi said that DPShot is stupid because " listing a lvl7 mortar as doing 55dmg is misleading when you compare it to a lvl 9 archer tower which does DPShot."

    But would that really be misleading?

    I don't think it would be, we all know rougly around how fast a mortar and archer tower shot. So yes a mortar lvl7 would do 55 damage, but it would take more time and is less likely to hit than a archer tower.

    BUT, then there is the problem with the xbow! It shoots very fast, if we changed it to DPShot it might be difficult to calculate. I'm not sure because I don' know how many shots it shoots per second.

    Anyways this is just my two cents. It would be great if someone explained how fast the units move! Thanks

    Jumpingmal2
    -RuthlesPrestige

    P.S sorry for bringing this thread back up, if you don't want it to continue then don't reply
    Last edited by Mallog; February 7th, 2013 at 03:12 PM.

  9. #49
    Trainee
    Join Date
    May 2013
    Posts
    11
    Where dps could be misleading is the when a high dps/low attack rate defence fires on a horde of low health units. The damage inflicted may well be less than stated if the unit is doing better than one shotting the attackers then a percentage of that damage is wasted.

  10. #50
    Centennial Club
    Join Date
    Apr 2013
    Posts
    115
    Here's my 2 cents:

    So, as others have stated, damage per shot is useless without a listing of the firing rate. Listing multiple specs for one building can be confusing to casual players. It is especially confusing when you start talking about splash radius, and anything else you might want to know.

    It is best to just list something simple that is consistent among all defensive units, so that casual players can understand it without too much thought.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •