AR calc? (With my brain!)

timtadams

Landscape Designer
Joined
Sep 9, 2008
Messages
2,260
Location
Australia
I dont do it often (like once every few weeks) but every time i do i trigger!

i thought the basis for triggering was 1.45 times their score :/

This is what i do:

number of ticks * 0.12
subtract that from 90 to give max ar %
subtract that from 100%
multiply by 1.45 * targets current score

I send troops with value less than this, yet i trigger :(
what number do i have wrong?

Any assistance would be appreciated :)
 

philipd12

Harvester
Joined
Jun 6, 2008
Messages
125
I thought AR dropped 0.05% every tick?
I dont seem to trigger on my attacks when I use 0.05 but maybe im sending way to little troops :p haha
 

TaO

Tree Surgeon
Joined
Dec 14, 2007
Messages
795
Location
The Hague
I thought AR dropped 0.05% every tick?
I dont seem to trigger on my attacks when I use 0.05 but maybe im sending way to little troops :p haha

It has been changed to 0.12% per tick since this round :)

Start from 90% AR base!
Number of tick * 0.12 = % AR dropped since last 0
Trigger value
Target troop score / AR * 0.65 = Trigger value

So if someone got 0d 200 ticks ago the sum would be
200 * 0.12 = 24
90% - 24% = 66% AR
500,000,000 / 1.45 / 66 * 100 = 522.466.039

I think that will work :)
Oh phooey Tao :p

I make a logical reply and then you edit it out :p

Sorry Tim! but i made a lil math error ;)
 
Last edited:

timtadams

Landscape Designer
Joined
Sep 9, 2008
Messages
2,260
Location
Australia
I thought AR dropped 0.05% every tick?
I dont seem to trigger on my attacks when I use 0.05 but maybe im sending way to little troops :p haha

It has been changed to 0.12% per tick since this round :)

Start from 90% AR base!
Number of tick * 0.12 = % AR dropped since last 0
Trigger value
Target troop score / AR * 0.65 = Trigger value

So if someone got 0d 200 ticks ago the sum would be
200 * 0.12 = 24
90% - 24% = 66% AR
500,000,000 / 1.45 / 66 * 100 = 522.466.039

I think that will work :)
Oh phooey Tao :p

I make a logical reply and then you edit it out :p

Sorry Tim! but i made a lil math error ;)

Thanks, but im still not sure thats right. Firstly as their AR mod approaches zero, the trigger value approaches.... infinity? You cant divide by zero :p

From manual:
If the total valuation (see below) of the current attacking mobs, equates to being more than 1.45 * the victims overall valuation, then it is considered "Rape Level 1".

That means (if zero AR)
trigger = 1.45 * valuation

Also from manual

for example if you had an AR Mod of 10%, you would take 10% of 1.45 away from 1.45 (which results in 1.305),

To me that says:
trigger = 1.305 * valuation
ie
trigger = 0.9 * 1.45 * valuation

OR IN GENERAL

trigger = (1 - AR mod) * 1.45 * valuation
 

TaO

Tree Surgeon
Joined
Dec 14, 2007
Messages
795
Location
The Hague
Ticks * .12 = Total AR loss
Total AR = 90 - Total AR loss
Trigger = (1.45 / 0.Total AR) * Target troop score

200 * 0.12 = 24
90% - 24% = 66% AR
(1.45 / 0.66) = 2,19 * 500,000,000 = 1,095,000,000 Trigger Score
But i doubt thats correct x)

I got a home made AR calc at home, i shall take a look into that calculations when i get home :)

EDIT
Little extra calculation trying.
1.45 / 100 = 0,0145
0.0145 / 0.AR = AR Trig Calc
AR Trig Calc * Troops Score = Trigger value

So for someone 500million score at 90%, 50% and 0% that would be.

(0.0145 / 0.9) * 500000000 = 80,555,555
(0.0145 / 0.5) * 500000000 = 145,00,000
(0.0145 / 0.01) * 500000000 = 725,000,000
Tho i think there should be a lil extra hidden in there somewhere.. i doubt the fact that someone 500m score with 0% ar can get just 725million incoming as max..
There must be something missing.
 
Last edited:

DarkSider

Tree Surgeon
Joined
Dec 14, 2007
Messages
796
So for someone 500million score at 90%, 50% and 0% that would be.

(0.0145 / 0.9) * 500000000 = 80,555,555
(0.0145 / 0.5) * 500000000 = 145,00,000
(0.0145 / 0.01) * 500000000 = 725,000,000


Didn't follow your calcs too careful but it's quite obvious to me max troops you can send at 0 ar mod is exactly 10 times bigger than 90% so probably you have something wrong there :p And 50% .. half :p


Just do score x 1.45 and you know max mob at 0 ar and then apply the ar mod percentage. Tho i think the ar formula might have some hidden stuff in it since i triggered a few times when i sent under limit :p
 

TaO

Tree Surgeon
Joined
Dec 14, 2007
Messages
795
Location
The Hague
Didn't follow your calcs too careful but it's quite obvious to me max troops you can send at 0 ar mod is exactly 10 times bigger than 90% so probably you have something wrong there :p And 50% .. half :p

Someone at 0% AR and 90% is not 10 times as much, as 90 is not 100 times the plural of 0, so the trig value at 0% should be 9 times as big then at 90%, so lil sum
80,555,555 * 9 = 724,999,995

Just do score x 1.45 and you know max mob at 0 ar and then apply the ar mod percentage. Tho i think the ar formula might have some hidden stuff in it since i triggered a few times when i sent under limit :p


What your saying is
(500000000 * 1.45) / 90 = 8,055,555
But then if you divive the AR mod with 10
(500000000 * 1.45) / (90/10) = Trig Value
So your calculations give the exact same values as mine..
 

DarkSider

Tree Surgeon
Joined
Dec 14, 2007
Messages
796
0 ar mod = full mob
90 ar mod = 10% of full mob = exactly 10 times smaller

What i'm saying is 500.000.000 x 1.45 = 725.000.000
50% ar = half of that, 90% = 10% of that.

When you want to apply that ar mod to the max mob i have no clue why you divide by 90 ? You probably want to multiply by 0.9.
 
Last edited:

TaO

Tree Surgeon
Joined
Dec 14, 2007
Messages
795
Location
The Hague
I read the manual now a bit, and from that my calculations are.

1.45/100 = 1% AR
1% AR * AR MOD = Total MOD
1.45 - Total MOD = Trig Mod
Trig Mod * Target Value = Trigger value

So for someone at 500million score with 90% it is
1.45/100 = 0.0145 * 90 = 1.45 - 1.305 = 0.145 * 500,000,000 = 72,500,000 Trigger value
50% for the same guy would come down to this
1.45/100 = 0.0145 * 50 = 1.45 - 0.725 = 0.725 * 500,000,000 = 362,500,000 Trigger value
10% for this guy would look like this
1.45/100 = 0.0145 * 10 = 1.45 - 0.145 = 1,305 * 500,000,000 = 652,500,000 Trigger value

Darksider was right :D
sorry for my misscalculations
 
Last edited:

timtadams

Landscape Designer
Joined
Sep 9, 2008
Messages
2,260
Location
Australia
lol, so i was right the whole time with:

trigger = (1 - AR mod) * 1.45 * valuation

So im inclined to agree with DS that there is some hidden stuff, either that, or im a noob!

Cheers guys ;)
 

TaO

Tree Surgeon
Joined
Dec 14, 2007
Messages
795
Location
The Hague
Trigger = (1.45 - ((1.45 / 100) * AR)) * Target Value
edit out
 
Last edited:

TaO

Tree Surgeon
Joined
Dec 14, 2007
Messages
795
Location
The Hague
trigger = (1 - AR mod) * 1.45 * valuation

Why 1?
Trigger = (1.45 - ((1.45 / 100) * AR)) * Target Value

Have you ever heard of the distributive property of the multiplication?

(a - b) * c = ac - bc
In this case:
a= 1
b = AR_MOD (= AR/100)
c = 1.45

So what he said, is exactly the same as what you said.

i know, i thought i already edit my post, but seems i forgot to hit save :(
 

Hobbezak

Garden Designer
Joined
Dec 14, 2007
Messages
894
Location
Antwerp, Belgium
trigger = (1 - AR mod) * 1.45 * valuation

Why 1?
Trigger = (1.45 - ((1.45 / 100) * AR)) * Target Value

Have you ever heard of the distributive property of the multiplication?

(a - b) * c = ac - bc
In this case:
a= 1
b = AR_MOD (= AR/100)
c = 1.45

So what he said, is exactly the same as what you said.

i know, i thought i already edit my post, but seems i forgot to hit save :(

Yeah yeah, excuses excuses :p
 

willymchilybily

Landscape Designer
Joined
Dec 14, 2007
Messages
1,418
Location
uk
The absoloute in depth willy special (without the sex)
Y = the new modifier, (seen later on y*score = amount in score you can send)

X= number of ticks since the target died/include in this land loss, and attacks the more skilled you get at ar calc

X * 0.12 = (the amount the AR has dropped, remeber in this calculation we assume it started at 90)

(90-(X * 0.12)) = [current AR] (assuming the last time they died their ar hit the max 90%)

((100-[current AR value])/100) * 1.45 = Y (you divide by 100 to make it a decimal)
((100-90)+(X * 0.12))/100) * 1.45 = y, all i did was expand the brackets double negative makes a plus

[(10 + (X * 0.12)) / 100] to give a decimal * 1.45 = y

y* score = score to send

so simply put if no news for 144 ticks

(((144*0.12) + 10)/100) * 1.45 = Y
27.28/100 *1.45 = Y

so now you have value Y which is your new modifier. if X = 0, Y= 1.45 so you could send 1.45 thier score and not trigger

and likewise if they havent been attacked for 491. ticks hence the ar mod has dropped by 58.97% (ar mod =31.03) then y = 1 so at 31% ar your incoming can send the same amount of score (but solely in troops not land too) as you have.

target score * Y = value to be sent
500* target score * y = cost of troops able to be sent

further info

1 day in game = 6 ticks (1hour), therefore even without the spy parse applications and other addons you can still calculate the ticks since the target died, and the time they were last on and actively attacking/defending

land lost from a steal will increase ar by the % stolen (losing 10% land raises ar by 10%)

remeber geos could steal 15% and thiefs 18% wheelies only 13% (and -5% at maximum cap)

the days and seasons mimic that of england/uk
 
Top