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Thread: Weighting Mystery Revealed!!!

  1. #211

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    Quote Originally Posted by dorme84 View Post
    Why do you assume it wouldn't be?

    There is a very good chance that your handheld device does your war weight calculation. That it is sent to the server, they are then added up and a match is found. Instead of the server doing every single calculation.
    Why not crowd source cpu to decrease the burden on the hardware you need which is obviously their MO.
    Having you never seen the glitch when the server is slow doing the war bonuses at the start of war and one or more bases show zero bonus for a while and can't be attacked? They can, however, be scouted. All clients on the opposing team see the same zero bonus, until the server catches up.

    And why not crowd source? Security - if any client device is involved in the calculation the value could be intercepted and modified; it must be done on the server.

  2. #212
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    Quote Originally Posted by ratpack2000 View Post
    I have no real opinion on these weights yet. I tried calculating mine and it was off by a bit so Im reserving judgement on a final conclusion but I think the numbers still look off

    However, calculating 100 base weights for a 50 vs 50 war will take even the most basic computer a tiny fraction of a second, negligible processing power and only has to be done once for each clan at the start of their war search

    Plus, ALL of your base data is stored on Supercells servers, when war starts, there is no way that your device is contacted for a base weight score (What if you had no WI-FI reception). You could argue that the device of the person starting the war could be used but why bother sending extra network traffic when they aleady have the levels for your most recent base

    One more point, if the file was used to calculate the weights, surely the ability to modify the file would mean that you could ♥♥♥♥ your war weight to get easier matcups...?

    At best, the file is a developer aid so that the clan wars dev team can modify war weights on the fly for testing purposes without having to mess with server files (I think this is the case and the file may be outdated hence so many people with discrepancies)
    At worst, its a red herring that Supercell have purposely planted to put people off the right scent
    non of what you said makes any sense to anyone who knows programming.

    You can make sure the weights match first so you can't mess with the file. It's called verification. But that is a very bad way to assess this to think that it's all done at the press of the war button.

    As far as the processing power to calculate the war, if that was true war match ups would take seconds to find not 25+ minutes which is all time the cpu has to be working searching. That is for multiple wars all at once ........in other words, a huge drain to the system. It is very possible they are trying to lighten that drain and not have to calculate all of that at the current time. So that every time you upgrade something on your client side, it sends the update info to the server side + the effect to your weight.
    You seem to think it calculates a weight on every instance you hit war. That would not be how it's done, and would be a huge drain.
    Your weight would be a stored variable just like your base. But much like your base, it would be upgraded client side then data sent server side, your war weight would do the same. There is absolutely no issue with that.

    My point being is this. You start with an assumption that it is done server side. With an attitude of there is no possible way it could be done any other way. And I am saying not only is it possible, but the precedent is already there with regular attacks, upgrading, etc.... When you hit an upgrade your gold disappears and the building starts on your side. Thats why if you do it and the game hangs, you log back on and the upgrade isn't done and you still have your gold. Because all of that was done on the client side and the signal never sent. Because to do it on the server side would take way to much processing power for every account in the game. The same can be said with constantly changing war weights on millions of accounts. That is a huge amount of data to deal with. It's not some quick easy calculation. it's millions of calculations done constantly. The war weight, just like updates to your base, would all be done client side, and then the data sent over to the server to be stored as a variable.

  3. #213
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    Quote Originally Posted by CloudxStrife View Post
    If the numbers were correct then they should be exact, being off by over 10% means they are not applicable anyway.

    And offense doesn't count for defensive loot, as stated by sc, and as observed by anyone who knows what to look for. You are simply wrong with the case of your 9 and 10, it just seems that one is weaker than the other to you, that doesn't make it the case in reality.

    Dude did you read anything I said???
    The idea is a quick and easy way to calculate so it's useful. Hence why gold is used. Which is what you asked about!!! It's not about being "perfect" it's about being functional. The equation adding in the DE difference has never been figured out to my knowledge. Probably because it's not a huge difference and not worth sitting there trying to come up with the calculation in a problem that is already hard to figure out!!! But by all means if your so smart and want exact number be our guest and figure it out!

    Furthermore, I'm not wrong. Bases are rated in the lineup by their weight. And hence have their gold aligned in descending order.
    Our number 3 is a totally maxed th10 except walls and royals.
    Our number 2 is not totally maxed but has lvl40 royals and higher lvl walls. He has atleast 10 building not maxed out and his traps aren't maxed either.
    The number 2 is worth more.
    If it was based solely on defense, that wouldn't be the case!!!!!! The number 3 would be swapping places with our number 1 in a 1-2 position if only defense was the factor. It is overly apparent that the gold value calculation and the base ranking is done on more than the defense.

    You just seem to be trolling spouting off about things you don't know anything about!
    Done with you.

  4. #214
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    Quote Originally Posted by dorme84 View Post
    It is overly apparent that the gold value calculation and the base ranking is done on more than the defense.
    Haha that is a good one. Did you base this finding on OP spreadsheet? That would explain how clueless you are.

    It is common knowledge, (as well from findings through experiments and tests in my own wars), that loot in bases is based solely on defenses.
    Last edited by TangoFever; June 2nd, 2015 at 01:26 PM.

  5. #215
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    Quote Originally Posted by dorme84 View Post
    Dude did you read anything I said???
    The idea is a quick and easy way to calculate so it's useful. Hence why gold is used. Which is what you asked about!!! It's not about being "perfect" it's about being functional. The equation adding in the DE difference has never been figured out to my knowledge. Probably because it's not a huge difference and not worth sitting there trying to come up with the calculation in a problem that is already hard to figure out!!! But by all means if your so smart and want exact number be our guest and figure it out!

    Furthermore, I'm not wrong. Bases are rated in the lineup by their weight. And hence have their gold aligned in descending order.
    Our number 3 is a totally maxed th10 except walls and royals.
    Our number 2 is not totally maxed but has lvl40 royals and higher lvl walls. He has atleast 10 building not maxed out and his traps aren't maxed either.
    The number 2 is worth more.
    If it was based solely on defense, that wouldn't be the case!!!!!! The number 3 would be swapping places with our number 1 in a 1-2 position if only defense was the factor. It is overly apparent that the gold value calculation and the base ranking is done on more than the defense.

    You just seem to be trolling spouting off about things you don't know anything about!
    Done with you.
    SC has clearly stated that war win bonus is based on defenses/traps, walls, and heroes. It is a reward for beating a base in war, and those factors contribute to the difficulty in beating that base, thus the map order is based only on those three factors. It would be nonsensical to base the war win bonus for a base on what the base owner's troop and spell levels are, as those have absolutely nothing to do with defending.
    Last edited by sheabm; June 2nd, 2015 at 01:36 PM.

  6. #216
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    Quote Originally Posted by TangoFever View Post
    Haha that is a good one. Did you base this finding on OP spreadsheet? That would explain how clueless you are.

    It is common knowledge, (as well from findings through experiments and tests in my own wars), that loot in bases is based solely on defenses.
    no one is talking about loot in bases. we are talking about the war win bonus loot. Thanks for playing. troll on.

  7. #217
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    Quote Originally Posted by dorme84 View Post
    no one is talking about loot in bases. we are talking about the war win bonus loot. Thanks for playing. troll on.
    Loot in bases is a direct correlation to war win bonus.... If you didn't know that then you're likely out of your league arguing here. That is kind of basic imo.

  8. #218

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    Quote Originally Posted by dorme84 View Post

    As far as the processing power to calculate the war, if that was true war match ups would take seconds to find not 25+ minutes which is all time the cpu has to be working searching.
    lol - the CPU is doing nothing for most of that time. The time delay is a mix of waiting for another clan to come online who matches; and slowly widening the match to allow a greater and greater mismatch. That's why clans with weird profiles have reported no match after hours and hours - it doesn't take 24 hours to calculate their base weights!

    The tiny amounts of data involved here are negligible for the CPU on the database server.

  9. #219

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    We're now on our next war after adding and removing an inferno tower from our engineered account.

    Adding inferno tower, no other changes (not even a wall): score went from 56k to 60k
    Inferno tower removed again, and archer upgrade finished: score back to 56k again.

    So... the value of a level 1 inferno is definitely 4000 plus or minus the rounding error (ie between 3001 and 4999), not the 1000 specified in the spreadsheet.

    Which matches observation of horribly rushed clans - an inferno in a rushed base has the same weight as dozens of gun upgrades.

  10. #220
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    Quote Originally Posted by Brock2626 View Post
    Loot in bases is a direct correlation to war win bonus.... If you didn't know that then you're likely out of your league arguing here. That is kind of basic imo.

    Your clue less.
    done even talking to you.

    ps go read further up the thread you might get a clue!
    Last edited by dorme84; June 2nd, 2015 at 05:52 PM.

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