Post by sydneypants on Mar 3, 2010 15:18:39 GMT -8
Basic Fighting
The damage a soldier puts out is calculated using a formula with four variables: strength, rank, weapon quality, and wellness. Learning how to maximize your damage requires an understanding of how these values work together.
The war module uses the following formula to calculate the damage of each fight:
Damage = Weapon Quality x Rank x Strength x Wellness x 2
Weapon Quality
Like other items in eRepublik, weapons have five levels of quality. The use of weapons in battle, however, is optional, so there is a sixth level of quality for those who fight "barehanded."
Weapon Quality is calculated using the following scale:
Q0 weapon (barehanded) = 0.50
Q1 weapon = 1.2
Q2 weapon = 1.4
Q3 weapon = 1.6
Q4 weapon = 1.8
Q5 weapon = 2.0
One important thing to notice about the effect of weapon quality is the jump between Q0 and Q1: no weapon cuts potential damage in half, while a Q1 weapon increases damage by 20%. This makes Q1 weapons the most cost effective method of generating damage.
Rank
Not to be confused with a soldier's rank within the IDF or any military type unit, in-game rank is calculated by compiling all damage done since birth.
Rank is calculated using the following scale:
Private (0 - 249 damage) = 1.2
Corporal (25 0- 749 damage) = 1.4
Sergeant (750 - 1,499 damage) = 1.6
Lieutenant (1,500 - 4,499 damage) = 1.8
Captain (4,500 - 8,999 damage) = 2.0
Colonel (9,000 - 24,999 damage) = 2.2
General (25,000 - 74,999 damage) = 2.4
Field Marshal (75,000 or greater damage) = 2.6
Strength
A soldier's strength has the largest effect on damage. Strength, unlike the other variables, is equal to a players strength; no additional calculation required. A soldier with strength 8 has their potential damage multiplied by 8.
For this reason, it is imperative that each citizen is in a position to train each and every day. Our collective citizenry is only as strong as our average strength, so being below the curve is detrimental our overall success as a fighting country.
Wellness
Citizens should reside in a region with a Q5 region hospital, this stems largely from the role wellness plays in a citizen's damage.
Wellness affects damage in two different ways, the first being a modifier to potential damage. The Wellness modifier is calculated using the following formula:
Wellness = 1 + [(Wellness - 25)/100]
Using the formula above, the following scale can be used to calculate Wellness :
Wellness 100 = 1.75
Wellness 90 = 1.65
Wellness 80 = 1.55
Wellness 70 = 1.45
Wellness 60 = 1.35
Wellness 50 = 1.25
Wellness 40 = 1.15
Wellness' second function deals with the number of fights a soldier may make in a given day. By using a Q5 hospital to heal 50 wellness, a soldier may fight five times (each fight costing 10 wellness) without spending any additional money.
Daily Fighting Protocol
The following should be our standard operating daily protocol assuming there is an open battle:
Train Standard training is sufficient.
Fight 4-5 times until your wellness is in the 40s. Try not to go lower than forty.
Heal Do not fight after healing.
Work Always try to work in the 90s, keeps your productivity high and your bosses happy ;D
The damage a soldier puts out is calculated using a formula with four variables: strength, rank, weapon quality, and wellness. Learning how to maximize your damage requires an understanding of how these values work together.
The war module uses the following formula to calculate the damage of each fight:
Damage = Weapon Quality x Rank x Strength x Wellness x 2
Weapon Quality
Like other items in eRepublik, weapons have five levels of quality. The use of weapons in battle, however, is optional, so there is a sixth level of quality for those who fight "barehanded."
Weapon Quality is calculated using the following scale:
Q0 weapon (barehanded) = 0.50
Q1 weapon = 1.2
Q2 weapon = 1.4
Q3 weapon = 1.6
Q4 weapon = 1.8
Q5 weapon = 2.0
One important thing to notice about the effect of weapon quality is the jump between Q0 and Q1: no weapon cuts potential damage in half, while a Q1 weapon increases damage by 20%. This makes Q1 weapons the most cost effective method of generating damage.
Rank
Not to be confused with a soldier's rank within the IDF or any military type unit, in-game rank is calculated by compiling all damage done since birth.
Rank is calculated using the following scale:
Private (0 - 249 damage) = 1.2
Corporal (25 0- 749 damage) = 1.4
Sergeant (750 - 1,499 damage) = 1.6
Lieutenant (1,500 - 4,499 damage) = 1.8
Captain (4,500 - 8,999 damage) = 2.0
Colonel (9,000 - 24,999 damage) = 2.2
General (25,000 - 74,999 damage) = 2.4
Field Marshal (75,000 or greater damage) = 2.6
Strength
A soldier's strength has the largest effect on damage. Strength, unlike the other variables, is equal to a players strength; no additional calculation required. A soldier with strength 8 has their potential damage multiplied by 8.
For this reason, it is imperative that each citizen is in a position to train each and every day. Our collective citizenry is only as strong as our average strength, so being below the curve is detrimental our overall success as a fighting country.
Wellness
Citizens should reside in a region with a Q5 region hospital, this stems largely from the role wellness plays in a citizen's damage.
Wellness affects damage in two different ways, the first being a modifier to potential damage. The Wellness modifier is calculated using the following formula:
Wellness = 1 + [(Wellness - 25)/100]
Using the formula above, the following scale can be used to calculate Wellness :
Wellness 100 = 1.75
Wellness 90 = 1.65
Wellness 80 = 1.55
Wellness 70 = 1.45
Wellness 60 = 1.35
Wellness 50 = 1.25
Wellness 40 = 1.15
Wellness' second function deals with the number of fights a soldier may make in a given day. By using a Q5 hospital to heal 50 wellness, a soldier may fight five times (each fight costing 10 wellness) without spending any additional money.
Daily Fighting Protocol
The following should be our standard operating daily protocol assuming there is an open battle:
Train Standard training is sufficient.
Fight 4-5 times until your wellness is in the 40s. Try not to go lower than forty.
Heal Do not fight after healing.
Work Always try to work in the 90s, keeps your productivity high and your bosses happy ;D