To avoid hijacking the Carrier Mod thread I've moved the disussion about combat damage to this thread.
A summary of the points I've made follows.
The Math Guy has suggested that combat damage can be estimated using the formula Loss%/day = Attack value - .1 * Defense value. I don't know if he suggests that for all ranges of values. However when I used the formula to predict the effect of changes I had made to certain units I got unexpected results.
To better understand the changes I had made to those units I ran a series of tests. Effectivity was held constant for both sides at 100% during daylight (14 hours) and at 60% during night (10 hours). The only change to effectivity that occurred was the 1%/day dig in bonus each side gets starting on day 2. All units started at 100% strength.
What I found was that the following formula did a pretty good job (it slightly overestimated the actual results) of predicting land assault combat losses for the attacking unit:
Hits/day = Attack Value - Min((2/3 * Attack Value), (Defense Value - (Attack Value/3)))
For the defending unit there seemed to be a blocking bonus of 20-33% (I can't be precise) so that:
Hits/day = .75 * (same formula as above)
The formula does not do as well in predicting org loss. It is about as accurate as when predicting strength loss as long as hits are above approximately 15 per day. When the hits fall below 15 the formula increasingly overstates org loss (by hits = 5 the formula is predicting 5 times too much loss versus the test results) so I don't use the formula to predict org losses.
Obviously, I believe that Paradox is using a far more complex formula than the one above. However the formula does seem to work for predicting strength losses for all ranges of attack and defense values including multiple unit combats.
The most important observations from my tests are that GD seems to stop affecting combat losses when it approaches/exceeds the opponents attack value and that each side gets a minimum of hits = 1/3 * attack value (excluding the defending unit blocking bonus) no matter how high the defense versus attack ratio is.
When creating new units it would be very important to know whether the Math Guy's suggested formula, mine or some other is the best predictor. For example, the Math Guy's formula suggests that if you raise defense high enough (10 * attack) you should be able to block all shots while my formula suggests that at least 1/3 of the shots will get through no matter what the defense value is. Unlike having a minimum of 1 hit or some such "exception" rule, using 1/3 of attack value allows for a significant number of minimum hits when you raise overall attack values. Such a rule might explain the surprising strength of large weak-unit stacks over small strong-unit stacks.
A summary of the points I've made follows.
The Math Guy has suggested that combat damage can be estimated using the formula Loss%/day = Attack value - .1 * Defense value. I don't know if he suggests that for all ranges of values. However when I used the formula to predict the effect of changes I had made to certain units I got unexpected results.
To better understand the changes I had made to those units I ran a series of tests. Effectivity was held constant for both sides at 100% during daylight (14 hours) and at 60% during night (10 hours). The only change to effectivity that occurred was the 1%/day dig in bonus each side gets starting on day 2. All units started at 100% strength.
What I found was that the following formula did a pretty good job (it slightly overestimated the actual results) of predicting land assault combat losses for the attacking unit:
Hits/day = Attack Value - Min((2/3 * Attack Value), (Defense Value - (Attack Value/3)))
For the defending unit there seemed to be a blocking bonus of 20-33% (I can't be precise) so that:
Hits/day = .75 * (same formula as above)
The formula does not do as well in predicting org loss. It is about as accurate as when predicting strength loss as long as hits are above approximately 15 per day. When the hits fall below 15 the formula increasingly overstates org loss (by hits = 5 the formula is predicting 5 times too much loss versus the test results) so I don't use the formula to predict org losses.
Obviously, I believe that Paradox is using a far more complex formula than the one above. However the formula does seem to work for predicting strength losses for all ranges of attack and defense values including multiple unit combats.
The most important observations from my tests are that GD seems to stop affecting combat losses when it approaches/exceeds the opponents attack value and that each side gets a minimum of hits = 1/3 * attack value (excluding the defending unit blocking bonus) no matter how high the defense versus attack ratio is.
When creating new units it would be very important to know whether the Math Guy's suggested formula, mine or some other is the best predictor. For example, the Math Guy's formula suggests that if you raise defense high enough (10 * attack) you should be able to block all shots while my formula suggests that at least 1/3 of the shots will get through no matter what the defense value is. Unlike having a minimum of 1 hit or some such "exception" rule, using 1/3 of attack value allows for a significant number of minimum hits when you raise overall attack values. Such a rule might explain the surprising strength of large weak-unit stacks over small strong-unit stacks.