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tanku

First Lieutenant
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Aug 10, 2009
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I did some experiments to figure out how air battles modifiers works. Hoi3 wiki provides very little information on this topic. Maybe some one can verify my initial findings.

For know I only tested air to air battles to find out formula to calculated overall attack and defence efficiency. It looks like this:
Code:
E = (1 + Mod1)*(1+Mod2)*...*(1+ModN) * 100%

where

Mod1, Mod2, ModN - are modifier from battle tool tip divided by 100

So for example lets say we have one interceptor (30% experience) wing on intercept mission (10% mission effectiveness, 20% intercept bonus for attack) with 2 skill points leader (10% bonus). We have radio technology so there is also 10% radio bonus.

Attack effectiveness will be = (1+0.3)*(1+0.1)*(1+0.2)*(1+0.1)*(1+0.1)*100%=207.64
Defence effectiveness will be = (1+0.3)*(1+0.1)*(1+0.1)*(1+0.1)*100%=173,03

I checked all bonuses apart from weather and radar but I can safely assume that they work the same way.

Stacking penalty is only modifier that depends on number of wings in battle, others modifiers can be treated as constant. Equations for actual Air Attack and Air Defence:
Code:
AA = BAA * AE * NW

BAA - base air attack
AE - attack effectiveness
NW - number of wings

AA = BAA * ConstantMod * StackingMod * NW

StackingMod = (1 - (NW - 1) / 10)

AA = BAA * ConstantMod * (1 - (NW - 1) / 10) * NW

ConstantMod - all other modifier apart from stacking penalty modifier

This is actually simple quadratic function with maximum value at NW = 5,5. This result actually means that optimal number of wings is 5 or 6. Both units will have the same effective air attack and air defence. Only difference is that 6 wings will have more organisation and strange to soak damages. Other modifier will only change actual maximum air attack and defence values. It means that no technology, leader or anything can increase number of optimal wings in combat. 11 wings will always have 0 effectiveness and more than 11 wings will always have negative effectiveness.