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 Post subject: Attacking Guide
PostPosted: Mon Sep 10, 2007 11:50 
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This is a compilattion of several things you should know before you can make succesfull attacks. I'm not looking for credit in any form, I'm just put some stuff together in a guide. A lot of other persons have worked on defense guides in the past and they should receive the credits.

The guide will help you understand and succesfully calculate, together with external help, your targets defense. But it will not help you find a good target, this might be something to add later on. For the moment it is up to you to find the best target available to you.


This guide has 3 chapters.

1) Link to the online defense calculator: For those that already know how to calculate and prefer the speed of calculating it provides.
2) Simple explination how to calculate your targets defense and a link to Kyle's How to Attack guide.
3) Tips and Tricks on how not to fail!


1. PurpleSnails Legends Calculator

IzzionSona created a defense calculator for the game and keeps it updated. For this we are very thankfull!

Note that since this calculator is no feature of the game, feedback and bug reports should not be posted on this bugs section of this forum, but they should be send to IzzionSona. Simply use the feedback page on either one of the websites.

Due to recent changes and testing IzzionSona suggested that we should use the mirror provided by zzled.

Purple Snails Defense Calculator

Tip: Fill in all 4 fields to decrease the chances of failing to calculate the exact amount of defense your target has.


2. How to calculate your targets defense

Simply put are there two things you need to succesfully calculate your targets defense. His/her raw defense and his/her defensive modifiers.

Raw defense is calculated using a Far Sight (FS) and Spy on Military (SoM). FS will show the exact military numbers, but does not show which units are returning from battle. SoM does show you which units are send on an attack, but is inaccurate and can be off as much as 18%. I'll explain using the following example of a fictive kingdom.

Your Target #1
Race: Human
Land: 1,234
Footman: 3,000
Pikeman: 2,000
Longbowman: 5,000
Knight: 4,000
Battle Mage: 500

All defensive (and offensive) values can be found on the military page in the guide.

Without a SoM we will calculate his raw defense at:
(3000*0 + 2000*3 + 5000*6.7 + 4000*4 + 500*2) = 73,006.7

Always round up! So his raw defense will be 73,007. This is a lot but our following SoM shows that he send out all his knights. It is a lot harder to calculate your targets defense if he did not send all his knights. We'll have to remember the 18% inaccuracy before we can say how many knights he might have send.

Ok but asuming he has send all knights, he should have gotten the following SoM (I removed some irrelevant lines, but your SoM should look a lot like this one):

Military Units
Name Incoming Units Home (Incoming)
1 2 3 4 5 6 7 8 9 10 11 12

Footman - - - - - - - - - - - - 2,845(0)
Pikeman - - - - - - - - - - - - 2,205(0)
Longbowman - - - - - - - - - - - - 5,407(0)
Knight - - - - - - - - - - - - 0(0)
Battle Mage - - - - - - - - - - - - 481(0)

Military Units Away On Mission
Name Incoming Units Total
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Footman - - - - - - - - - - - - - - - - - - 0
Longbowman - - - - - - - - - - - - - - - - - - 0
Knight - - - - - - - - - 4222 - - - - - - - - 4,222
Battle Mage - - - - - - - - - - - - - - - - - - 0
Heroes - - - - - - - - - - - 5 - - - - - - 5

As you can see he left his Footmen home, which doesn't matter for us, as they have no defense. Note how all values are higher then those from the FS taken. If we didn't have that FS we would have added that 18% inaccuracy on top of the already too high value and we would get really high numbers, which we cannot hit with our current sendable offense.

With the SoM we can substract the knights and calculate his raw defense at:
(3000*0 + 2000*3 + 5000*6.7 + 500*2) = 57,007

Now we have his final raw defense. Next thing to check is his defensive modifiers. For this we'll need a Spy on Improvements (SoI), a Spy on Buildings (SoB) and a small trip to the bazaar.

Add kingdom walls and realm walls together. Lets say both were 3% so the total would be 6%.

The SoB will give you the amount of Taverns the target has, along with all other buildings which are not important for the moment. Keep in mind that Terranoids cannot build taverns (so you wont need a SoB) and Eye Tyrant's Taverns are called Dark Monolith.

Tavern Forest 123 14.32%

Every 1% Taverns will provide a 0.7% defensive bonus. 14.32%*0.7 = 10.024%, which we'll round up (once again!) to 10.03%.

Bazaar: It is possible that the target will have an unique hero which provides an extra defense boost. From faith might we have Dina giving 10% and from faith death we have Shade providing 8% extra defense. You can add this modifier in the same way as you add up the improvement bonuses.

You can use a spell called Revelation to check if the target has Magic Shield on, which gives a 5% defensive bonus, but for this guide its easier if we just asume its on.

Now we're ready to calculate his final defensive modifiers:
6% (both imps) + 10.03% (taverns) + 5% (shield) = 21.03%

Now we can calculate the final modified defense of the target:

Raw defense * (1 + (defensive modifiers/100))
57,007 * 1.2103 = 68,996

You should be able to break the target if you send 68,997 but its often better to send some 100-200 extra op to make sure you don't fail.

The older guide How to Attack created by Kyle should give a more complete and advance guide about how to attack. Keep in mind it is created during the beta's or during the first age, so it could miss a few things (like unique heroes).


3. Tips and Tricks

1. Make sure you do not forget additional defensive bonuses like the unique heroes Dina (10%) & Shade (8%). There used to be a relic called Dreamcatcher that gave a small defensive bonus (3-6%), but this has now been removed from the game.

2. Always send extra offense to make sure you won't fail. This could just be 1% extra op. It is possible that someone in your targets realm gets hit and this would increase their realms walls with a very small percentage. This would cause a failed attack (also called bounce) and you would not have failed if you had send 1% extra offense.

3. If the information you have about the target is several hours old, you could have to refresh some operation to see if the target has not invested some extra resources in walls, as example. Usually the SoM and SoB give a nice overview of when your target will have incoming defense, but that still doesn't stop your target from casting a hourchange (see Guide)!

4. If your target has Spires (see Guide) it could be possible to see your own kingdoms information. Always check the name on top of the operation if its the correct one.

5. If you have donated $5 (how to donate) or more during or at the start of the round, you gain access to a realm book and a search option. The realm book stores information you and your realm gathered on all targets, so you can more easily go back to see your targets statistics. The search option is a nice addon if you are looking for targets within a certain landrange.


Last edited by YF on Tue Feb 24, 2009 06:59, edited 5 times in total.

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 Post subject:
PostPosted: Mon Sep 10, 2007 11:54 
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More complete examples (and from harder to calculate races like Goblins) could follow after the round as it is against the rules to post information about kingdoms during the round, even if they are outdated.


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 Post subject:
PostPosted: Mon Sep 10, 2007 12:58 
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Let's just say that I feel compelled to write this section:

What differs with a Goblin and how do you calculate it?

A goblin is a little bit more complicated to calculate manually due to its defensive unit, the Techie. Everything except the Techie is calculated exactly the same as mentioned above, thus we will not go through a complete example but only look at what differs - the Techie.

The Techie has a base defensive value of 4. The guide says:
- Goblin Techies gain +1 defense for every 25% buildings on Mountains and Tundras (The increase is floating. For example, it can be 0.02 for each 0.5%, Buildings in construction are counted.)

To calculate the extra value of Techies you only need a spy on buildings. Most goblins do have a large portion of their land devoted to tundra and mountain, a typical spy may look like this fictive example:

Example Goblin[# XX]

Building Breakdown
Name Built on Landtype You Own Percentage of Land
Pig Farm Grassland 97 9.15%
Gold Mine Mountain 200 18.87%
Lumberyard Forest 30 2.83%
Tower Swamp 50 4.72%
Iron Mine Mountain 536 50.57%
Burrow Highland 40 3.77%
Frost Temple Tundra 0 0.00%
Guild Quarter Mountain 0 0.00%
Tavern Forest 0 0.00%
Tribunal Tundra 59 5.57%
Slave Pit Tundra 0 0.00%
Spire Tundra 0 0.00%
War Academy Tundra 0 0.00%
Ancient Temple Tundra 0 0.00%
Laboratory Tundra 0 0.00%


Incoming Buildings
Name Incoming Buildings Total Incoming
1 2 3 4 5 6 7 8 9 10 11 12
Pig Farm - - - - - - - - - - - - 0
Gold Mine - - - - - - - - - - - - 0
Lumberyard - - - - - - - - - - - - 0
Tower - - - - - - - - - - - - 0
Iron Mine - - - - 30 - - - - - - - 30
Burrow - - - - - - - - - - - - 0
Frost Temple - - - - - - - - - - - - 0
Guild Quarter - - - - - - - - - - - - 0
Tavern - - - - - - - - - - - - 0
Tribunal - 10 - - - - - - - - - - 10
Slave Pit - - - - - - - - - - - - 0
Spire - - - - - - - - - - - - 0
War Academy - - - - - - - - - - - - 0
Ancient Temple - - - - - - - - - - - - 0
Laboratory - - - - - - - - - - - - 0

We look at the realm screen, or the far sight to see target's land size. Then proceed with the calculations to see how many % of the goblin's buildings, both incoming and constructed, that are hosted on tundra or mountain. Let's say that target has 1060 acres:

Constructed buildings
Gold Mine Mountain 200 18.87%
Iron Mine Mountain 536 50.57%
Guild Quarter Mountain 0 0.00%
Tribunal Tundra 59 5.57%
Frost Temple Tundra 0 0.00%
Slave Pit Tundra 0 0.00%
Spire Tundra 0 0.00%
War Academy Tundra 0 0.00%
Ancient Temple Tundra 0 0.00%
Laboratory Tundra 0 0.00%


18,87+50,57+5,57 = 75,01.

Incoming buildings:
Iron Mine - - - - 30 - - - - - - - 30
Tribunal - 10 - - - - - - - - - - 10


30/1060 = 2,83 %
10/1060 = 0,095 ~ 1 %.

In total, our target has 75,01+2,83+1 = 78,84 % mountain/tundra. We can round off to 79 %.

Techie Value
Base value: 4
Extra value: 79/25 = 3,16.

Total Value: 7,16

Now that we know the value of the techie, calculating a goblin manually will not be a problem, simply follow the guide above and use the value 7,16 for techies.


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 Post subject:
PostPosted: Mon Sep 10, 2007 13:02 
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Location: AFK somewhere I'm sure. :P
Godd stuff.
Excellent work guys. I shall stickify. ;-)


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 Post subject: Re: Attacking Guide
PostPosted: Sun Jan 20, 2008 23:32 
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Joined: Sun Jan 20, 2008 23:23
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Arguably a bit off topic but what do you do when your in protection?
AND how the heck do you get a hero?
as you can tell i am new to elveron,
perhaps i should just stick to KoC?!


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 Post subject: Re: Attacking Guide
PostPosted: Sun Jan 20, 2008 23:40 
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Joined: Mon Jun 19, 2006 21:58
Posts: 1200
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In protection, well... basically, you wait. It's boring, I know, but it's quite needed. You train troops so you don't get beaten up by people that are already out of protection (which would for sure happen)

There is a random chance you will get a hero (or more) when you attack other players. Heroes don't really do much for normal players except they provide small bonuses (which to be fair, can be quite nice, such as +3% attack vs a specific race, or -.5% corruption) or they can be used early to gain relics, though if you want to keep the good relics, your realm needs players who devote their rounds particularly to level up the strength of their heroes.

You also start with a ruler hero, who you can send on attack, or on a quest, for him to gain experience. He doesn't really do anything for normal land players either, except that he provides a okish attack power. (Mine is ~2k attack power atm.)

PS. I never liked KoC ^^


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 Post subject: Re: Attacking Guide
PostPosted: Sat Jun 28, 2008 15:49 
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Posts: 335
how long do you have to wait to attack the same person again.
Just asking cos i dont think i know lol

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 Post subject: Re: Attacking Guide
PostPosted: Sun Jun 29, 2008 02:35 
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zxektok wrote:
how long do you have to wait to attack the same person again.
Just asking cos i dont think i know lol


One hour.

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 Post subject: Re: Attacking Guide
PostPosted: Tue Mar 10, 2009 20:36 
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Is there a way to decrease the amount of deaths you have when attacking? Most of the time I lose more troops then I kill but I still win. How can I effectively get the most out of each attack with land gains and troops/heros returning home.


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 Post subject: Re: Attacking Guide
PostPosted: Tue Mar 10, 2009 21:09 
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monk_ironman wrote:
Is there a way to decrease the amount of deaths you have when attacking? Most of the time I lose more troops then I kill but I still win. How can I effectively get the most out of each attack with land gains and troops/heros returning home.


Using frost temples is a good way to decrease casualties. And of course some heroes can do the same. Besides from that the basic principle of attacking with as little troops as possible, but yet enough to win of course, will help cutting down on your losses.


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 Post subject: Re: Attacking Guide
PostPosted: Tue Mar 10, 2009 21:10 
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monk_ironman wrote:
Is there a way to decrease the amount of deaths you have when attacking? Most of the time I lose more troops then I kill but I still win. How can I effectively get the most out of each attack with land gains and troops/heros returning home.

Hitting someone with 115% your land size or above will yield the most land. You will lose 7.5% of your troops on each attack (that will raise and lower depending on the casualty rate of the unit, 100 = normal, 110 = higher casualties). To decrease troop loss, you will need Frost Temples. Frost Temples also decrease return time by 1 hour for every 6.67% you have.

Of course, running FT just for less casualties or lower return times may not always be worth while since you could spend your buildings elsewhere for a better economy, allowing you to replace lost troops + some, instead of lowering lost troops and only replacing them. Also, having a FT while you are not attacking makes them extremely inefficient. That is why you will never see a land player run FT, while a player with high XP may have over 25% of them.

Terranoids are an exception, and take more explanation that I cannot give. :)

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 Post subject: Re: Attacking Guide
PostPosted: Tue Mar 10, 2009 22:55 
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quaffle wrote:
monk_ironman wrote:
Is there a way to decrease the amount of deaths you have when attacking? Most of the time I lose more troops then I kill but I still win. How can I effectively get the most out of each attack with land gains and troops/heros returning home.

Hitting someone with 115% your land size or above will yield the most land. You will lose 7.5% of your troops on each attack (that will raise and lower depending on the casualty rate of the unit, 100 = normal, 110 = higher casualties). To decrease troop loss, you will need Frost Temples. Frost Temples also decrease return time by 1 hour for every 6.67% you have.

Of course, running FT just for less casualties or lower return times may not always be worth while since you could spend your buildings elsewhere for a better economy, allowing you to replace lost troops + some, instead of lowering lost troops and only replacing them. Also, having a FT while you are not attacking makes them extremely inefficient. That is why you will never see a land player run FT, while a player with high XP may have over 25% of them.

Terranoids are an exception, and take more explanation that I cannot give. :)


Excellent answer! Thank you sir.


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 Post subject: Re: Attacking Guide
PostPosted: Thu Aug 20, 2009 21:51 
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is there a such thing as lan def in which u would double there land and add that to there total def??

example.... 500 land *2 so they would have 1k more def added onto there def total??


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 Post subject: Re: Attacking Guide
PostPosted: Thu Aug 20, 2009 21:57 
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no. they only have land defense if the dp from their troops totals less then landX2


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 Post subject: Re: Attacking Guide
PostPosted: Sat Aug 22, 2009 21:00 
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Land Defense is a minimum value...it will not allow defense to be less than land*2, however, it will never add value to a kingdom's defense. If a kingdom has more than land defense, then land defense does not apply.

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