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  1. This topic incorporates elements from articles published on the old forum. A few elements have been added. Thanks to the players who contributed to these previous articles: Solemnwolf, Guvnor, Yelnats24 Thanks to the players who helped update and proofread this thread: Fox, Maryj, Heyalexa 1. Damage Calculation Author: SolemnWolf Date: May 2018 After several months of statistical analysis of Raid and Alliance War battles, the conclusion is clear: **damage can be estimated using an Attack/Defense ratio combined with a power function.** A. The Formula The general estimation for damage follows this equation: B. Key Variables & Adjustments Damage ≈ 100 x ( θ x Att / Def ) ^ 1.35 Tile damage is divided by three The defense of the team managed by the AI is increased by 20% (certainly only concerns PvP fights) θ is a random parameter between exp(-.5)=0.606 and exp(.5)=1.649. C. Analysis & Observations While the game's exact internal algorithm remains hidden, these estimates proved reliable across 1,047 studied cases. Here are the strategic takeaways: The "Compression" Threshold - If Attack < Defense: Damage is "compressed." Tiles will generally deal between 1 and 33 damage, while Special Skills and defender hits range between 1 and 100. - If Attack > Defense: Damage scales significantly with no known maximum. This explains the "plateau" feeling on the Map or against Titans. Once your heroes evolve enough for their Attack to surpass the enemy Defense, the difficulty drops sharply. Multi-Color Stacking Bringing multiple heroes of the same color only increases tile damage. This is calculated by summing the Attack stats of all heroes of that color before applying the formula. Strategic Optimization Defense reduction (debuffing the enemy) is mathematically more effective than increasing your own Attack. The Ultimate Combo: Combining defense debuffs with attack buffs produces a devastating exponential effect on total damage. D. Documents Watch SpyCenturion's explanatory video on damage calculation (November 2019): 2. Critical Damage Original Author: Guvnor March 2020 Updated: January 2026 Critical damage is the most powerful lever to boost your offensive output without relying solely on your raw attack stat. A. What is a Critical Hit? A critical hit is an amplified attack. Since the 2025-2026 updates, they apply to three distinct categories: Normal Attacks: Includes tile damage (shields) when attacking and "Slash Attacks" from defenders. Mega-Minions: Unlike standard small minions, Mega-Minions now inherit the ability to land critical hits. Specific Special Skills: Historically excluded, some recent heroes possess skills capable of triggering critical hits directly. B. Multiplier and Base Odds Base Chance: Since January 2025, all heroes benefit from a 10% base critical hit rate. The Multiplier: A critical hit applies a 2.0x multiplier to the base damage (doubling the impact). Strong Hit (Elemental): A 200 damage hit will become 300. Weak Hit: A 50 damage hit will become 150. Weak Spot (Titans): Hitting a Titan's weak spot guarantees a 100% critical chance. C. Sources to Increase Critical Chance Special Skills (Active Buffs) Many heroes apply a temporary bonus to the team via the activation of their special skill as: Motsognir: +55% chance. Char'kai C1: +44% chance. Melia: +36% chance. Passives (including Family Bonuses) These bonuses are intrinsic to the heroes or their group. They are added to your stats without requiring the activation of a special skill: Untold Tales 1 (Abyss/Coral): Passives that increase the critical rate based on specific combat conditions. Wonderland & Avalon Families: Passive critical rate bonus based on the number of family members present in the team. 2025 HOTM Family: Direct and permanent critical rate increase for relevant allies. Special Case: Outlaw Family (Langshian) This family features a unique mechanic: their special skills have their own chance to trigger critical hits, which then deal +50% additional damage compared to a standard critical hit. Troops & Emblems Troops: Only certain troops grant a critical bonus. This is notably the case for 5-Star Troops (Legendary), which offer a massive +15% bonus, as well as specific 4-star "Critical" type troops. Emblem Grid: Certain specific nodes add +2% or +4%. D. Critical Damage in the Damage Calculation Essentially every normal "hit" that is successful (i.e. not reflected or misses) has a check done on it first to see if "Critical Damage" will apply. Essentially an "If" statement with a "Yes" & "No" outcome; the "roll" for critical damage is governed (like everything else) by RNG using your cumulative applying Critical Chance. If the outcome of the "Does Critical Damage Apply?" question is "Yes" the damage calculation essentially becomes: ▼ Normal Damage Calculation for Reference 3. Talent Optimization Guide: HP vs. Defense Original Author : Yelnats24 (may,2019) The objective is to determine which talent node to choose to maximize a hero's survival. Please note that this calculation is intended to find the optimal balance between Defense and HP. While the ratio maximizes raw durability, it is not a mandatory rule: depending on the hero's specific role, their position in your defense team, or a deliberate choice to over-stack one stat for tactical reasons, you may choose to deviate from this path. Using the durability formula derived from standard damage calculations: The ideal balance point (crossover point) is reached when your Defense stat equals 0.675 times your HP. Illustration by calculation: To make it simpler, let just say: a = defense b = hp c = durability d = total point c = (d - 2a) × a^1.35 c = (d x a^1.35) - (2 × a^2.35) We have c as a function of a, to find what a result in maximum c, we use derivative: 1.35d x a^(1.350-1) - (2.35 × 2) × a^(2.35-1) = 0 1.35d × a^0.35 - 4.7 × a^1.35 = 0 1.35d × a^0.35 = 4.7 × a^1.35 (1.35d × a^0.35) / 4.7 = a^1.35 a^1.35 / a^0.35 = (1.35d x a^0.35) / (4.7 × a^0.35 a = (1.35/4.7) × d b = d - 2a b = d - (2 × 1.35 / 4.7) × d b = (2/4.7) × d675 a /b = (1.35/4.7) × d / (2/4.7) × d = 0.675 A. The Mathematical Logic In the talent tree, a standard choice is between +36 HP or +18 Defense. This means a defense point "costs" twice as much as an HP point in terms of allocation. By using differential calculus to maximize the durability function under this point constraint, we derive the following golden rule: Priority to Defense: If your current defense is lower than 0.675 times your HP, the Defense node is more cost-effective. Priority to HP: If your current defense is higher than 0.675 times your HP, the HP node becomes more advantageous. B. Proof by Simulation To verify this theory, let’s compare three hero configurations with different point distributions: Configuration A (The Optimum): With 675 Defense and 1000 HP (exact ratio of 0.675), the calculated durability is 660.02. Configuration B (Defense-Oriented): Taking 18 extra defense points but losing 36 HP (693 Def / 964 HP), durability drops to 659.27. Configuration C (HP-Oriented): Taking 36 extra HP but losing 18 defense points (657 Def / 1036 HP), durability drops to 659.28. The result is clear: Configuration A, which respects the 0.675 ratio, offers the best survival. This proves that Small Giant's balancing (+18 Def for +36 HP) is mathematically consistent. C. Special Cases: Defense Team and % Bonuses The Defense Team Bonus (+20% Defense): This bonus applied by the AI does not change the ideal ratio. Mathematically, it acts as a multiplying constant (1.2^{1.35} ≈ 1.279), meaning it increases the durability of all heroes by 27.9% without shifting the 0.675 crossover point. Concrete Example with Boldtus Boldtusk naturally has high defense. Depending on the chosen talent paths: An HP-oriented path (Ratio 0.640) results in a durability of 1115.14. The balanced path (Ratio 0.674) results in the maximum durability of 1116.03. A path too heavily oriented toward defense (Ratio 0.710) brings durability back down to 1115.22. Important Note: This specific 0.675 crossover point applies only because an HP node provides exactly double the points of a Defense node.
  2. Zanémarossi

    The Museum

    This topic covers the Hero Museum, a Stronghold feature that rewards players with Gems for every Hero or Costume that reaches its base maximum level. Furthermore, this feature grants access to the Story of the first 5 Seasons of the game. 1. Accessing the Museum The Hero Museum is a new entrance located in your Stronghold. Unlocking: It is automatically unlocked above Stronghold Level 5. Construction: You do not need to build or upgrade it. 2. Heroes Tab: Collection and Rewards This tab lists all the heroes and costumes you have leveled to their maximum and grants you rewards. A. Criteria for Collection - A hero/costume is permanently added to the collection if it is leveled up to its basic maximum level. - Limit Breaking or Emblems are NOT displayed on the museum card. - The list is incremented as new heroes are published in the different portals. - It is not possible to preview the location of heroes not currently in your roster. B. Gem Rewards You collect gem rewards based on the character's rarity: 1* Heroes: 1 Gem 2* Heroes: 2 Gems 3* Heroes/Costumes: 3 Gems 4* Heroes/Costumes: 5 Gems 5* Heroes/Costumes: 10 Gems Note: A notification icon on the Museum building indicates there are gems ready to be collected. C. Usage, Display, and Filters Display: The Museum allows you to view the hero's card at their max level (basic max level). Usage: Heroes added to the Museum can still be used (the Museum does not lock them). Progress: Unmaxed characters are grayed out. Clicking on them shows the progress of their leveling. Available Filters: The museum allows filtering to display: All Heroes Uncollected (those for which you have not yet collected the gems) 4. Community Feedback The feature is appreciated for the free gems it provides initially. Some players feel that, once the rewards are collected, its usefulness is limited to being a collection display.
  3. This post is a master discussion & information thread for the Boosters and Decrees added to Empires and Puzzles in Version 76 Boosters The previous name of the Boosters were Harversters, and Path of Valor has given them as reward. Experience Booster (48h) Increase experience gained when leveling up Heroes. Hero Level Up Boost: +10% Recruit Booster (48h) Get more Recruit from Story Map Stages. Recruits: +150% If your Recruits storage capacity is full, you will receive Recruit Decrees Quartermaster’s Booster (48h) Increases the chance of finding specific ascension items from Story Map Stages. Advanturer’s Kit: +150% Strong Rope: +150% Practice Sword: +150% Rugged Clothes: +150% Omnia Booster (48h) Get more Food, Iron, Recruits, Items from Story Map Stages. Food: +150% Iron: +150% Ascension & Crafting Items: +50% Recruits: +50% If your Recruits storage capacity is full, you will receive Recruit Decrees. Food Booster (48h) Get more Food from Story Map Stages. Food: +300% Iron Booster (48h) Get more Iron from Story Map Stages. Iron +300% Alchemist’s Booster(48h) Increases the chance of finding specific crafing items from Story Map Stages. Grimore Dust: +150% Midnight Roots: +150% Orichalcum Nugget: +150% Dragon Bone: +150% Meteor Fragments: +150% How to use them ? Boosts can be activated either by clicking “Use” in your inventory or selecting the boost icon beneath your avatar. When inactive, a boost appears grayed out in the list under Blackened Cataract. Once activated, its infographic becomes fully visible, displaying the remaining duration. Since version V80, multiple boosters can now be activated simultaneously. Additional boost rewards are highlighted with a green outline. Recuit Decrees These are resource bundles for Recruits. (Large) Recruit Decree Insantly gain 100 Recruits. (Medium) Recruit Decree Insantly gain 50 Recruits. (Small) Recruit Decree Insantly gain 10 Recruits. Decree creation is possible with the Recruit Booster and the Omnia Booster. Decree creation is limited to 100 recruits per day and triggers automatically when the recruit gauge is full. The number of recruits gathered per level determines how many decrees are issued. If fewer than 50 recruits are collected at once, Decree 10 will handle the creation.