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Stoneheart castle battleground bug

Stoneheart castle battleground bug

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Moderators for Stormfall: Age of War wanted
Nov 18, 2018, 01:1611/18/18
08/23/15
42

Stoneheart castle battleground bug

Ahoy & good evening support or developers


The Stoneheart battlegrounds up to level 24 or a bit higher can all be killed by sending a single gargoyle, BUT when I accidentally send 2 instead of 1 Gargoyles to a stoneheart BG say from level 10 to 23, 1 of the 2 will be lost.

While it's not really a big issue, it still feels like the game is cheating on me, because the opposition does not have the power to kill even 1 Gargoyle. I would appreciate feedback on this issue, which I think is a BUG... and I have not even tested what might perhaps happen if I send 3 or more Gargs... only 1 coming back??? Don't want to lose them, only to prove the BUG and never be compensated 

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Agent PavelTechnical Support
Nov 18, 2018, 16:1211/18/18
07/02/15
4523

Hello, Lord!

We do not disclose the battle calculation formula to the players. 

The reported case cannot be classified as a bug since this is a part of the regular gameplay. I have moved your topic to Game Discussion thread.

BiohazarDModerator
Nov 19, 2018, 07:0011/19/18
10/04/13
3777
Sir Dan Saul Knight said:

Agent Pavel said:


We do not disclose the battle calculation formula to the players. 

FYI Plarium posted the raid mechanics on the forums about 2 years ago. It wasn't a mistake or error, it was posted in the form of a polished graphic / picture that must have taken some time and effort to produce and share.
Yeah, but good luck finding it now lol. 
BiohazarDModerator
Nov 19, 2018, 07:0111/19/18
10/04/13
3777
Sir Dan Saul Knight said:

1 Gargoyle doesn't die due to rounding.

You would need to lose 0.5 of a gargoyle before it dies i.e. a 50/50% fight.

If you send 10 gargoyles then you will lose one as soon as the fight losses are 95% / 5%.

Without going through the whole raid mechanic, hopefully you can see that 1 troop armies are a great way to abuse the mechanic for a zero loss fight. It gets harder and harder to get zero losses the more troops you send in a stack.

So it's not a bug - just a really beneficial effect you were seeing when you set 1 garg, that you won't so easily see when you send multiple troops.

Yep it's a loss rounding thing. 
Nov 20, 2018, 15:3811/20/18
Nov 20, 2018, 15:52(edited)
12/13/14
1282

BiohazarD said:


Sir Dan Saul Knight said:


Agent Pavel said:


We do not disclose the battle calculation formula to the players. 

FYI Plarium posted the raid mechanics on the forums about 2 years ago. It wasn't a mistake or error, it was posted in the form of a polished graphic / picture that must have taken some time and effort to produce and share.
Yeah, but good luck finding it now lol. 

https://prnt.sc/bgrn44

https://plarium.com/forum/en/stormfall-age-of-war/archive/11118_calculate-the-outcome-of-a-battle-/

B / (A + B)

but don't expect this algorithm to work on battlegrounds

The battle repeats until one army is totally destroyed

BiohazarDModerator
Nov 21, 2018, 18:3611/21/18
10/04/13
3777
Snowgoon said:

Sir Dan Saul Knight said:


Holy moly you must have spent some time to dig that up.... nice work though.

Agent Pavel .... owned.

Wait till I finish, I was still editing  hahaha

You just need to know the right keywords to search


https://plarium.com/forum/en/stormfall-age-of-war/archive/11118_calculate-the-outcome-of-a-battle-/

Well thanks for finding it :)  I never seem to be able to get the forum search feature to work properly. 
Dec 1, 2018, 02:5312/01/18
08/23/15
42

Thanks all for your feed-back on this topic


If common sense prevails, methinks a 10k gargoyle should survive a battle with say 9k enemy force and should die when force is above 10k...

Likewise, a party of 20k should have no loss from enemy force below 10k, 1 loss between 10-20k and total loss from enemy above 20k

Sending more power and then losing part, while enemy force is below the level to kill a single opponent still feels wrong, no matter how it is explained as consequence of a rounding algorithm


DGO

Dec 1, 2018, 15:0712/01/18
02/22/16
1844
DeGrootsteOnzin-A said:

Thanks all for your feed-back on this topic


If common sense prevails, methinks a 10k gargoyle should survive a battle with say 9k enemy force and should die when force is above 10k...

Likewise, a party of 20k should have no loss from enemy force below 10k, 1 loss between 10-20k and total loss from enemy above 20k

Sending more power and then losing part, while enemy force is below the level to kill a single opponent still feels wrong, no matter how it is explained as consequence of a rounding algorithm


DGO

Yeah sometimes the Overkill penalty seems rather harsh !
Dec 1, 2018, 21:4612/01/18
Dec 1, 2018, 21:53(edited)
12/13/14
1282

DeGrootsteOnzin-A said:


Thanks all for your feed-back on this topic


If common sense prevails, methinks a 10k gargoyle should survive a battle with say 9k enemy force and should die when force is above 10k...

Likewise, a party of 20k should have no loss from enemy force below 10k, 1 loss between 10-20k and total loss from enemy above 20k

Sending more power and then losing part, while enemy force is below the level to kill a single opponent still feels wrong, no matter how it is explained as consequence of a rounding algorithm


DGO

You need 2.5x balur strength to avoid more than 50% loss

3x balur strength gives 40% loss

etc


With normal pvp you might expect to win the battle and receive less than 50% loss, but this has also been nerfed

The winner can lose 60% because of the Victory Tax while the defeated player loses exactly 50% - http://prntscr.com/lphuzu

That was a test battle with no boosts, bonuses or castle walls etc

I would have suffered 10% FEWER casualties if I had deliberately lost the battle by sending 490 Pikemen instead of 491.

My opponent would then be forced to pay the Tax, losing 600 archers instead of 500.

Cynical manipulation of the combat mechanics - How fair is that?