Welcome survivor, if you have arrived here it's because you are one of the 0.1% of players who want to understand how the game works. Congratulation 🤩
The battle engine is very well designed, it allows you to represent a battle with all its complexity. It's the same engine that is used everywhere in the game, PvP, infected, trap ...
Everything on this page is based on numerous in-game tests to understand all the mechanics. Not everything has been found, there are still subjects to be analysed, but you will have all the bases to understand a battle and better understand how to optimise it.
This is the new battle engine we are talking about here, it is currently deployed in states 1 to 409 and will continue to be deployed. The old one is quite similar, there are differences in the types of units that fight and the way skills work.
The battle simulator makes it possible to make all battle mechanics calculations automatically 🤖
update 2021-01-08 : After reading this guide, the Kings teams contacted me to let me know that they plan to fix some wrong descriptions of the game. I have mentioned in these sections what will change.
The explanation of the engine is not simple. I have recorded this battle, it will be useful during the whole explanation to dissect it and explain you how to calculate exactly the final result of battle mechanics. It's an battle against an infected, but it's the same mechanics for the other fights.
I have already a page on units.
The information in the game is not good, it hasn't been updated for a long time.
update 2021-01-08 : I've spoken with Kings team, they're going to fix unit skills description part in game soon.
👉Only Bikers and Snipers have a special ability to overtake the infantry every twenty turns. In this case the bikers attack the hunters and the Snipers attack the ridders.
👉The others : Shields, Shotguns, ATVs and Bow have no special skills.
update 2021-01-08 : I've spoken with Kings team, they're going to fix plasma bonuses part in game soon.
👉For plasma bonuses, it's simpler, all that is not used
Regarding the power of the units, we could believe that it is the level which is used by the battle engine. Different tests with different levels showed that this did not match.
👉I calculated in the "points" part which is real value used by the engine.
As you can see the defense of the infantry corresponds to the helth of rider and vice versa. Technically, you'll understand later, their effect cancel each other.
Defense and damage are at 10 for all units, it may seem surprising 🤔, but you'll see that these values are as important as the others.
For the video the troops is T10 plasma 1. The troops of the infected are former soldiers who have kept their power, here they are T9. So we have the following points for all troops :
I will start with an important point: statistics.
To understand the statistics, let's start by seeing what the content creators gave us in their guide :
https://www.facebook.com/413578449406689/posts/664523184312213/
This information is interesting but defense & health are not accurate, here is what is right after understanding battle mechanics:
Troop Attributes Guide
Troops are a very important element of the game. As we all know, troop units have 4 basic attributes; attack, defense, health and lethality. In this guide we will elaborate briefly on how these four attributes work in battle.
Firstly, attack and lethality represent your troops‘ ability to deal damage to enemy troops. The two attributes are of equal importance when calculating damage.
Whereas defense and health represent your troops‘ ability to deal the damage. The two attributes are also of equal importance when calculating.
Damage points will be deducted from defense and health points. When the defense and health of a soldier reaches 0, then it will no longer be counted in the subsequent damage calculations of the fight.
Let's take one troop unit as an example. In a battle, the system will calculate how much damage it deals in one round based on its attack, lethality and an enemy troop’s defense and health. At the same time, this troop unit also takes damage from your opponent following the same algorithm. It may take a few rounds before the battle ends and players receive the battle report.
So that's the basic info for troop attributes. Share it to your allies if you find it helpful! 😁
There are several types of battle statistics, the basics :
Troops => For all troops
Infantry
Ridders
Hunters
👉 Troop statistics are added to unit statistics (infantry, ridders, hunters). So the troop statistics count three times !
And others that are used under certain conditions and which concerns only the troops
Enemy Troop
Settlement Troop => Settlement attack
Enemy Settlement Troop => Settlement defense
Troop Infected => Infected attack
Rally Troop => Rally battle
👉All these statistics are in addition to the troop statistics.
These statistics are combined with 4 attributes :
Attack
Defense
Health
Lethality
👉The attack with stats is multiplied with lethality with stats to create the damage.
👉The denfense with stats is multiplied with health with stats to create what we are going to call defense (it is never named in the game).
Damages and defense are divided by 100 certainly to avoid having too many numbers related to multiplications.
For our example here are the statistics of the attacker and the infected. For the player these statistics come l from the hero, research, talents, equipment ... you'll find everything on this site on this topic.
We must start by adding up the elements as explained above. One exemple Infantry defense = Infantry defense + Troop Defense + Troop Infected Defense
And we calculate damages and defense with the above formulas. One exemple Infantry damage = 491*(1+293,66%)*10*(1+251,82%)/100 = 680
Damage represents the damage to the unit and defense, the ability to take damage. For example one hunter T10.1 will be able to kill 0.96 infantry T9 per round (2480.1/2557.9)
Skills are an important part of heroes, it is also the most complex part of the battle mechanics.
Heroes have 3 skills from level 1 to 5. Depending on the level, the skills and values evolve. For a single skill there can be several effects.
👉GEN 1,2 and 3 have simple skills that can result in a damage bonus or damage reduction (defence).
The descriptions do not correspond exactly to what is actually calculated :
There is no attack time : every XXs. => Each round
There is no chance : have a XX% chance of => 100% chance
Values are not good : dealing XX% Damage => Less or more
But no need to protest, the effects remain very interesting for exemple :
"Sarge's Gun Turret increases Troop Damage by 25.00%." is in realty an attack advantage of 4% but on top of stats and apply on all 3 units.
The damage bonus increases the total amount of damage.
Damage reduction reduces defense
In our example, Chef, Maddie and Sarge have different benefits, but in the end there are only two types. 26% attack bonus and 13% damage reduction bonus
👉For GEN 4 and 5 skills are much more complex:
They have other effects (8 in all)
are triggered at different times
May have an execution delay
Applies to a specific unit
Fight at a specific unit
The old battle engine does not implement all this complexity and it is a simple percentage, as previous, that is applied.
Here is an example of Roxy's skills on the different rounds of a battl with the impact on the number of deaths
The battle consists of several rounds. Each round, the battle attacks one unit killing soldiers (some GEN 4,5 skills allow to attack several times).
As long as there are soldiers in both fighterss, the battle continues with the remaining troops.
The trap is an exception, as it does not cause any damage, a single attack would be enough to kill it, so the number of rounds is limited :
Level 1 : 2 rounds
Level 2-3: 3 rounds
Level 4-6: 4 rounds
Level 7+: 5 rounds
The average on my account is 41 rounds. The closer the players are, the longer the battle will last. The longest battle I saw was for an attack on a legion tower with 89 rounds.
I noticed that the damage decreased a little bit each round in the battle mechanics. I suppose this was implemented to simulate the tiredness of the troops.
👉Each round, the soldiers of each unit do 0.01% less damage.
This subject was already publied in the battle results.
The infantry is in the front line, they will be the first to be attacked. If there is no more infantry left it will be the ridders then the hunters.
Infantry
Ridders
Hunters
On each rounds, infantry, ridders and hunters also attack.
Every 20 rounds Bikers attack in this order :
Hunters
Infantry
Ridders
And Every 20 rounds Snippers attack in this order :
Ridders
Infantry
Hunters
In the new battle mechanics, all units of the same type are attacked and defended at the same time.
This is a completely unknown aspect of the game, the size of the armies has a great importance on the efficiency of the soldiers.
👉A big army will not be able to fully fight, There is not enough room for everyone.
For exemple if 100.000 soldiers fight against 10.000 only 31.622 will fight (3 vs 1 and not 10 vs 1).
And this applies to every type of unit, This is for this reason, for the trap, a small amount of infantry can generate more damage to the Hunters : They are more efficient and do not obstruct each other.
To simulate this effect the battle mechanics use the following formula :
For exemple, for the first round attacker's infantry figth against defender infantry.
attacker's army : 40233+40232+40233 = 120698
defender's army : 23644+27584+27584 = 78812
infantry size = 40233
The number of soldiers who will fight will be : 56310
For the fun of it, here is the formula to determine the number of deaths of a unit's attack 😂
Every soldier who is not completely dead will be considered dead.
By simplifying a lot, something like :
We now have all the elements for the fight, let's figth !
Here are all of the above: units with statistics, heroes' skills and number of troops.
The defender has better stats, but no skills and fewer troops, we'll see how the fight will go.
At the end of the first round the attacker lost 1299 infantry soldiers and the defender 1424 infantry soldiers:
For the first round the defender has infantry. The attacker will attack them with infantry, ridders and hunters. The defender does the same.
Infantry vs infantry :
sqr(40233)*sqr(min(40233+40323+40233, 23644+27644+27584))*680*(1+26%)/(2557.9/(1-0%))*(1-1*0.01%)/100
=sqr(40233)*sqr(78872)*856.8/2557.9*0.9999/100
=188.67
All wounded units die at the end of the round => Attacker's infatry kill 189 defender's infantry
Ridders vs infantry :
sqr(40232)*sqr(min(40233+40323+40233, 23644+27644+27584))*1970.7*(1+26%)/(2557.9/(1-0%))*(1-1*0.01%)/100
= 546.7
All wounded units die at the end of the round => Attacker's ridders kill 547 defender's infantry and do not suffer any loss
And hunters kill 688 soldiers. 189+547+688 => 1424 infantry soldiers are killed.
The same battle mechanices for defender => 1299 infantry soldiers are killed.
We reproduce the exact numbers in the report👌
The remaining troops continue to fight with the same battle mechanics.
Infantry vs infantry :
sqr(38934)*sqr(78872)*680*(1+26%)/(2557.9/(1-0%))*(1-2*0.01%)/100 = 185.58 => 186
There are only 1261 infantry soldiers left in the defender.
Infantry kill 134 of them and ridders 546. Hunters can kill 687 of them, but there are only 581 left, so they are killing the last of them
There is no more infantry, the attacker will now attack the ridders which have much less defence.
Infantry vs Ridders :
sqr(18971)*sqr(78872)*680*(1+26%)/(852.6/(1-0%))*(1-18*0.01%)/100 = 388
In round 20, Snippers and Bikers can bypass the opponent. Riders attack the hunters: 2183 dead. Snippers attack the Ridders, but this is already the case, so no change. The defender has no Snippers and Bikkers, it is T9 so ATVS and Bows.
You can see the damage of the ridders in the report.
There are not many ridders left for the defender, the attacker's ridders exterminate them. The hunters have no one left to kill, they wait for the next turn.
The last 4168 Hunters die in round 30. There are no more soldiers, the battle stops.
Time to count the remaining troops
Attacker:
infantry : 8 921 (31312 dead)
ridders : 40 232
hunters : 40 232
Deffender :
infantry : 0
ridders : 0
hunters : 0
In the report of the game there are 8 908 vs 8 921.
This small difference (0.01% on all units) is certainly related to rounding on values, I never find where exactly, but it is negligible.
Depending on the type of battle a part of soldiers are: killed, wounded and lightly wounded.
In this case it's an infected attack. 100% of infected are killed.
For attacker 0.2% are wonded and 99,8% are lightly wounded :
31 312 * 0.2% = 63
31 312 * 99.8% = 31 249
The analysis of the dead by turns is interesting. For the attacker only the infantry died, at the end of the battle there were fewer and fewer deaths.
For the defender, the infantry died first, then it accelerates with the ridders and hunters.
All this work is automated by the combat simulator which will calculate everything for you.
It also makes it possible to calculate the best troop ratio. In this case, the best ratio was : 25%/25%/50% and saved 1000 soldiers.
I provide you with the complete calculation sheet. There are all the formulas, but it is adapted to this battle. There are not all the tests for all the cases, I did it manually in the file. Automating everything in an Excel file is too complicated, there are too many cases to test, it becomes impossible with the skills of GEN4/5.
That's why I developed the combat simulator. But the most motivated can try 🤞
Credit : request