Editing Ops

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** '''Offensive operations''' (''black-ops''): spells cast to cause damage to other dominions.
 
** '''Offensive operations''' (''black-ops''): spells cast to cause damage to other dominions.
  
== Success Formulas ==
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== Formulas ==
  
There are two formulas which determine the chance of success for ops. Attacker Ratio and Defender Ratio here refer to the relevant Spies Per Acre (SPA) or Wizards Per Acre (WPA) found on the Statistics page of your Advisor, and are  
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There are three formulas which determine the chance of success for ops. Your Ratio and Defender Ratio here refer to the relevant Spies Per Acre (SPA) or Wizards Per Acre (WPA) found on the Statistics page of your Advisor, and are  
  
 
=== Info Ops ===
 
=== Info Ops ===
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<code>0.8^(2/((Your Ratio / Defender Ratio) * 1.4)^1.2))</code>
 
<code>0.8^(2/((Your Ratio / Defender Ratio) * 1.4)^1.2))</code>
  
=== Theft & Black Ops ===
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=== Theft Ops ===
  
<code>0.7^(2/((Attacker Ratio / Defender Ratio) * 1.3)^1.2)</code>
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<code>0.6^(2/((Attacker Ratio / Defender Ratio) * 1.2)^1.2)</code>
  
Additionally, as of Round 38, success chances are now modified by you and your target's current spy or wizard strength, at 1 % extra success per 10 % extra strength that you have, and vice versa. This is applied after the above formula, so if the formula says that you should have 50 % success, but your strength is 80 % while your target is at 40 %, you'd have a 54 % chance of success.
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=== Black Ops ===
  
Success rates do have a so-called clamp: a minimum or maximum success rate that comes in to play at the end. No matter what, you will ''always'' have a 1 % success rate on any op, while you will also only have 98 % success rate for info ops and 97 % success rate for Theft or Black Ops at the maximum. At equal strength, this translates to a roughly 10:1 ratio for blops. The exception to this is if the target has 0 spies or 0 wizards: if that is the case, your attempt will always succeed, bypassing any and all checks, including those for the -50 % success [[Wonders]].
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<code>(MAX(0,(0.08 * (Attacker Ratio - Defender Ratio)))) + (((Attacker Ratio / Defender Ratio)^0.6 * 0.25)^0.6) + (MIN(0,(0.05 * (Attacker Ratio - Defender Ratio))))</code>
  
 
== Examples ==
 
== Examples ==
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{| style="vertical-align: top;" | class="wikitable"
 
{| style="vertical-align: top;" | class="wikitable"
 
|-
 
|-
! width="20%" | Type of Op !! width="20%" | Relative Ratios and Success !! width="60%" | Notes
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! width="10%" | Type of Op !! width="20%" | Relative Ratios and Success !! width="70%" | Notes
 
|-
 
|-
 
| style="vertical-align: top;" | '''Info Ops'''
 
| style="vertical-align: top;" | '''Info Ops'''
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| style="vertical-align: top;" | Having half the ratio of your target means you can somewhat reliably get information on them, if you do not mind losing spies in the process.  
 
| style="vertical-align: top;" | Having half the ratio of your target means you can somewhat reliably get information on them, if you do not mind losing spies in the process.  
 
|-
 
|-
| style="vertical-align: top;" | '''Theft & Black Ops'''
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| style="vertical-align: top;" | '''Theft Ops'''
 
| style="vertical-align: top;" | 1:4 ratio: 1.3%
 
| style="vertical-align: top;" | 1:4 ratio: 1.3%
  
1:2 ratio: 30.2%
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1:2 ratio: 15.2%
  
1:1 ratio: 59.4%
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1:1 ratio: 44.0%
  
2:1 ratio: 79.7%.
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2:1 ratio: 70.0%.
| style="vertical-align: top;" | You usually want at near-equal ratios to at least attempt this, though some situations might entice you to try with worse.
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| style="vertical-align: top;" | It is only when you have an equal ratio, or close to it, that thieving becomes worthwhile for you to do, depending on what your target has stocked up and how hard you need what you're trying to steal.
|}
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|-
 +
| style="vertical-align: top;" | '''Black Ops'''
 +
| style="vertical-align: top;" | 1:4 ratio: 18-23%
 +
 
 +
1:2 ratio: 30-35%
  
== Damage Reduction Formula ==
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1:1 ratio: 43.5%
As of Round 31, damage from black ops is reduced based on the target's spy/wizard ratio.
 
=== Damage Reduction ===
 
<code>DaysModifier = (0.025 * (DayInRound - 4) + 0.5</code> (0.5 on Day 4, 1.0 on Day 24, 1.5 on Day 44)
 
  
<code>0.72 * LOG( 1 + 4 * (Ratio / DaysModifier))</code> (Ratio/DaysModifier is capped at 1, yielding a max of 50% reduction)
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2:1 ratio: 58-65%.
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| style="vertical-align: top;" | It is generally easier to do some blackops from a lower ratio than to steal, while at higher ratios, you are slightly less likely to be successful.
  
{| class="wikitable"
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Black Ops, both war (e.g. Fireball and Magic Snare) and non-War (e.g. Insect Swarm and Assassinate Drafts) are slightly more likely to go through if you and your target have higher absolute ratios. Trying to sink someone on 0.25 SPA when you have 0.5 SPA yourself will result in a lower success rate than trying to sink a 1 SPA target when you have 2 SPA. This is why there is a slight inaccuracy for most ratios, and trying to do so on very low or very high absolute ratios will cause lower or higher success rates than mentioned here.
|+ Reduction from spies/wizards per acre
 
|-
 
! Ratio/DaysModifier !! Percent Reduction
 
|-
 
| 0 || 0%
 
|-
 
| 0.1 || 10%
 
|-
 
| 0.2 || 18%
 
|-
 
| 0.3 || 25%
 
|-
 
| 0.4 || 30%
 
|-
 
| 0.5 || 34%
 
|-
 
| 0.6 || 38%
 
|-
 
| 0.7 || 42%
 
|-
 
| 0.8 || 45%
 
|-
 
| 0.9 || 48%
 
|-
 
| 1.0 || 50%
 
 
|}
 
|}
 
For Fireball and Lightning Bolt, the damage reduction comes in the form of reduced vulnerability (the maximum amount of peasants or improvements that can be destroyed). For all other ops, the damage reduction is additive with other damage reduction bonuses and caps at -80%. The ratio required to reach the cap of -50% scales linearly throughout the round (from 0.5 to 1.5).
 
  
 
== See Also ==
 
== See Also ==
* [[Infamy]]
 
* [[Mastery]]
 
 
* [[Op Center]]
 
* [[Op Center]]
 
* [[OP]] ([[Offensive power]])
 
* [[OP]] ([[Offensive power]])

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