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nalfz

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PI doesn't really know how their combat system works. Here's their methodology in designing combat mechanics:

1) Dev drops acid
2) 12 hours later the design is one an MIT engineer couldn't figure out

Here's the resulting combat strategy: A) Use way more troops than the enemy or B) Play Brandenburg

Advanced mechanics thread opened, advanced mechanic thread closed. :D

I think you're on to something here, at least since they removed the one combat mechanic that was actually possible to figure out (other than dice rolls...)
 

zodium

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The answer can be derived from the combat algorithm (the updated defensive effects of discipline are missing, but this is irrelevant here). Suppose base casualties are 10, Artillery ability is 0.1, and all other values are 1. Then, casualties inflicted by the back row are, with all terms included:

2o39edN.png


(Strictly speaking, the 1/2 term would actually be on the other side, I guess, but by convention this is how halving is usually written.)

It's not at all hard to work out if you just, you know, look at the official Wiki, where the developers posted the combat algorithm, instead of clamoring for them to address you in person. That's all the effort you get out of me, though. Does the playdota.com community you're trying to recreate here also mostly comprise a single person repeating their requests for devs/other people to test things and then spoon-feed them the resulting information without doing any work of their own? Because I'm pretty sure no one needs that, like, anywhere.
 

zodium

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1.8 folded discipline into affecting the tactics number, so your edit is actually erroneous (correct for 1.7 though).

Oh my.

Well, that's what I get for not reading the official Wiki, where the developers posted the combat algorithm. I should listen to myself more often. :V
 

Petrucci

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The answer can be derived from the combat algorithm (the updated defensive effects of discipline are missing, but this is irrelevant here). Suppose base casualties are 10, Artillery ability is 0.1, and all other values are 1. Then, casualties inflicted by the back row are, with all terms included:

2o39edN.png


(Strictly speaking, the 1/2 term would actually be on the other side, I guess, but by convention this is how halving is usually written.)

It's not at all hard to work out if you just, you know, look at the official Wiki, where the developers posted the combat algorithm, instead of clamoring for them to address you in person. That's all the effort you get out of me, though. Does the playdota.com community you're trying to recreate here also mostly comprise a single person repeating their requests for devs/other people to test things and then spoon-feed them the resulting information without doing any work of their own? Because I'm pretty sure no one needs that, like, anywhere.
I tried testing couple of time and couldn't conclude nothing from it. Too many variables for me to calculate even when trying to simplify things as much as possible
So I ask you devs to explain this to us.