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  #1  
Old January 2nd, 2004, 07:28 AM
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Default Re: Melee Power Rankings Chart

Ulm maul and battleaxe have odd results.
The maul troop has slightly less defense but is otherwise the same, yet in this readout they do better than the battleaxe. If anything it should be the other way around.

Something else you need to consider when running these tests is that when you do match-ups versus all units, the tests include lots of lightly armored troops. A much higher percentage than would be seen in a game with humans. This skews the results in favor of troops that do well versus light armor, such as flail troops that do low damage but strike twice. Such troops are much less effective versus heavy armor that will be more popular when playing against humans.

Just some considerations. I applaud the effort that you're putting into this work.
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Old January 2nd, 2004, 07:43 AM
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Default Re: Melee Power Rankings Chart

Quote:
Originally posted by apoger:
Ulm maul and battleaxe have odd results.
The maul troop has slightly less defense but is otherwise the same, yet in this readout they do better than the battleaxe. If anything it should be the other way around.
Hmm... as far as I can tell, it's OK - the maul is always slightly worse than the battleaxe. I reformatted it so it should be easier to read (units grouped by nation), but make sure you're comparing Maul_1 to Battleaxe_1 and Maul_2 to Battleaxe_2. For Ulm, "1" indicates full chain armor, and "2" indicates full plate of Ulm.

Quote:
Something else you need to consider when running these tests is that when you do match-ups versus all units, the tests include lots of lightly armored troops. A much higher percentage than would be seen in a game with humans. This skews the results in favor of troops that do well versus light armor, such as flail troops that do low damage but strike twice.
Yes, I agree. Although one thing I found using the sim is that flail units are not just good against light units, but also against ethereal units... which can be very useful!

There are various ways of solving this problem... first off, the Matrix runs on a command line, so anyone can generate their own customized ranking chart. Secondly, I can generate a .bat file for only high-resource or only high-protection units fairly easily... but I'm not really sure that would address the issue. If you have a suggestion, or a list of the best units to run against each other, post away=)

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I applaud the effort that you're putting into this work.
Why, thanks! It's almost to the point that I can use it to help decide what to build=)

-Cherry
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Old January 2nd, 2004, 07:55 AM

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Default Re: Melee Power Rankings Chart

Saber, very cool chart!

Now, if someone had lots of free time, it would be interesting to see an analysis of this, including the prices, in gold and resources. What is our most cost effective killer? It would have to be in terms of gold and then in terms of resources unless you could come up with a good conVersion factor between the two.

It really is too bad I am in the office, I want to play with this!
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Old January 2nd, 2004, 09:44 AM
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Default Re: Melee Power Rankings Chart

Impressive!

I'm glad the virtue did so well Awe is not to be taken lightly.

I'm surprised Mictlan did so well in infantry only mode. Fitting, the natives of Mexico never liked horses much

Also interesting to see that two-handed ulmic troops were better of with plate armor while one-handed were better of with chain mail.

Keep on simming. If there are mechanics that you want to know how they work just ask. We might know the answer
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Old January 2nd, 2004, 10:27 AM
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Default Re: Melee Power Rankings Chart

Quote:
Originally posted by Kristoffer O:
Keep on simming. If there are mechanics that you want to know how they work just ask. We might know the answer
As it turns out... there's a LOT of stuff I want to know!

For example... is the awe save roll like this:
(morale + 2d6*) versus (awe + 10 + 2d6*)?
Reading the old monster-edit pdf file made me think that awe saves are against a modifier of 13 rather than 10... so I'm really not sure.

How much life and fatigue is drained by a lifedrain attack? If you do 10 damage, do you drain 10 HP and 10 fatigue?

Can you drain life from undead units? I know you can't from lifeless units, but I'm not sure about undead.

How much fatigue damage is done by "paralyzing poison" (in blow darts, and poisoned claws)?

Is fatigue damage armor-negating, like poison damage?

When you take fatigue damage above 200, how much health damage is done? I have it set at 1 health damage per 10 points of fatigue over 200 but that's a complete guess=)

If a unit has 103 fatigue and is asleep during the opponents turn... he regains 5 fatigue, goes down to 98, and wakes up. But does he regain the fatigue and awaken in time to attack that round, or does he wake up at the end and lose his attack?

The 8AP damage for blessed flaming weapons... does that add strength? Do you get 1 normal attack, then an additional 8AP fire attack... or does your weapon get +8 damage and turn armor-piercing? And can you still damage heatproof units with a flaming weapon?

When a unit attacks another unit, the defender gets a -1 defense penalty for the rest of the round. Does this happen once for each attacker, so that a Nataraja can only reduce the enemy's defense by 1? Or once for each of the attacker's weapons, so a Nataraja can reduce the enemy's defense by 4? Or does it happen once per weapon strike, meaning a Nataraja with 4 flails could reduce the enemy's defense by 8?

Does a fatigue-causing weapon do 1 point of fatigue damage, or full fatigue damage, when used in a repel strike?

Ok, that's all my questions for now Hopefully some will get answered! I'm glad you like the simulator

-Cherry
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Old January 2nd, 2004, 11:26 AM

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Default Re: Melee Power Rankings Chart

Quote:
Originally posted by Saxon:
Saber, very cool chart!

Now, if someone had lots of free time, it would be interesting to see an analysis of this, including the prices, in gold and resources. What is our most cost effective killer? It would have to be in terms of gold and then in terms of resources unless you could come up with a good conVersion factor between the two.
The Ulmians infantries all cost only 10 gold (except the guardians), which make them very cost effective as far as gold is concerned (but they are very expensive in ressources).
I think the prize winners in cost effectiveness may well turn out to be the gladiators from Pythium. 8 gold, 1 ressource, and they fight very well. They also have excellent morale. True, they fight only one battle, but given the general attrition rate among infantry, that's probably only one battle less than the others
I was shocked to see that Ulm doesn't have the best infantry in the game. Not counting giants of course. Pythium's Emerald guard do better ! But they cost 25 gold, versus 10 for Ulm...
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  #7  
Old January 2nd, 2004, 11:32 AM
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Default Re: Melee Power Rankings Chart

Here's some extra info which will hopefully make your battlesim more accurate.

A life drain attack regains damage*2 fatigue and damage/2 HP. It also causes damage/2 extra fatigue on the target. Only lifeless units are immune.

awe, I think it is awe + 10.

Fatigue damage is not necessarily armor negating. Only if it says so, or if it is a poison.

You wake up at the end of your turn I think.

Extra flaming 8 AP attack doesn't add strength. It is an extra attack that heat immune people are immune to.

No weapons do full damage when used for repell purposes.

A nataraja can reduce an enemy's defence by at least 8 with 4 flails.
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