Finally, someone who makes it easy to understand. Thank you, since i watcher your first video. I am now watching them all and going to share them with my alliance discord. Im rubbish at maths, but that's just me, but your explanation i understood clearly. Especially explaining the mechanics of all troop types. At last, found someone who explains without spreadsheets. Also, take my hat off to you for doing these videos. Not many have done what you do.
Thx for the detail and numbers behind the mindset. For some of the mid level teams, mine included, understanding the numbers and what to build is huge.
I give you props for you video. There are so many youtubers out there doing video that does not bring value to the game. They just doing video about the updates and start ranting off. And then advertise apptoid to get money from people spending.
I am K35, 1.6B and I watched your last video and I decided to take your advice and started adding more ground troops from T1-T7 and adjust my refines where I can for defense and hp. I have 20M T1 ground 2M T2 and 3 to 7 a little over 1M. Still working on it when I can. I have leonidas as my main and paired with Duey as assistant. Both are 6 stars and some of my duty officers are 6 stars for additional defense and hp for ground and mounted. This last svs i took a hit from a K38 and I lost about 200M power but probably 80% or more was my T10-14 cavs. Unfortunately didn't hide my cavs but obviously won the defense. Good advice and Thank you!
In order to create a working “meat layer” to defend vs up to k40, minimum 400 (ideally 550) million t1 mount, and minimum 100 (ideally 300) million t1 ground
Great one! And finally someone talkloud about Derek videos. Ppl are too stubbrun to see the correct math.. i always tell my friends (big coiners) 'use flat numbers on Siege attack general' becouse no matter your attack buff you will allways get half debuffed (Siege attack is the easiest to debuff even for f2p) so even if you have 2500% attack on t15 Siege you wiil get to 1250% on the base stat (3780). lets add to this what the general bring from gears (8 slots × 30% in best case sinario = 240%) cut it to half its 120% to the base of 3780 = 4536. Now with flat - 8 slot × 513 = 4104. A bit less BUT no one sending full t15 march and for the t13 and t14 base stat (t13 - 2780×120% = 3.36. T14 - 3280×120%= 3963) it gives more buffs with flat then %. Another point you have to make is like Derek said "when they reach there range" so even if ground have uge advantage with defense and hp - they losing turns untill they will get to the range when they can actually attack while the enemy already lower there hp few turns already so the range is a factor. And again great video!!
Great analysis... K34, I have a ground orientated defense that im working on ... my plan was T1 mounted with 50% T1 ground mixed in... flat ground HP and Defense , flat Mounted attack and HP, and some flat ranged attack, HP and defense... Siege and ranged % attack buffs (on defense)
The live panel would be cool. Even it’s it’s prerecorded just covering some questions players have asked that haven’t been answered that could be discussed in further detail would be cool also just out of respect your time and schedules of all parties involved.
Hi Mr Wick. Follow up question/comment. I notice that in the academy science, mix generals and buffs siege/mounted and range/ground are together. Is there a message behind this? Did the development team visually show us something? Because of the siege/mounted pattern should t1 cities have flat refines/t1 troops and in-city percentage/t15 to t13 siege?
Interesting.. From my conclusion.. in scale 8 ground would have 3 points, cav 3 points, archer one and 1 siege, according how many types will hits your troops One main thing i am not really sure is about siege,... Siege is the largest range in troops type.. In case there's a siege rally come..it means the first 2 target will be siege and range.. im this case it could be we need 2 point for siege and 0 point for archer,, instead developing siege hp too I see archer here doesn't need much to have good defense behind the wall.. because it's arranged on the middle.. Simply i would say... Male troops arr the most one to develop defense.. but siege defense will also need once you are an advance level
I have Leonidas as my main and I have him paired with Duey for range and both are 6 stars so the additional ground and mounted defense with the 6 stars helps. I also have Leo III and William Marshal but I haven't paired them with leonidas yet. Seems to work well for me. You can try Takeda Shingen, his main skill book works with leonidas. Just an Idea.
@@LiLRinka the stars from the assistant don’t add buffs so the 6 star leonidas is best for ground based defense. I run leonidas and Leo III because at my alliances size we use ranged the most on offense, meaning my keep is ground and siege for defense most of the time
Echo the above-assist’s ascension doesnt play. However, at 4 billion your first attacks will be archer or ground-and may even be a solo. So a ground based defense beats each one handily. Again, the choice of pairing is how moderate or extreme you want to favor the ground. Could pair with another ground/all arounder or just an all arounder (e.g. marshall/dewey/leo3
Hello, just came across your channel and have been watching. Quick question on mechanics if you know. Say I build a t1 ground meat wall and an equal amount for t1 archers. Would the enemy get stuck trying to wipe out the ground while the archers pick them off one by one or would it not work as such? Trying to do a hybrid of ground and archer but if this idea in my head is wrong, guess I'll go mounted only.
Hi Mr Wick. Great that more people are looking at the math behind evony. I wish evony would take the time to sort out its lag issues. If the lag problem continues players at the wonder3 level are going to stop taking part if there spending/team effort is undermined by a bad gaming environment. did anyone talk to Sir Philip? Find out if he is just busy or did he do a silent protest of evony? I am working on being a t1 defense keep. my take away from this video is. 1. You confirm my notion of going after HP using Nero. 2. Using flat refines so my troops will not get debuffed. 3. Build layers no greater than t6 (ruclips.net/video/yZkv4CXK-0c/видео.html) to avoid giving away points if i get hit for svs. 4. I combo march size generals so i can ghost all my t14 attack presets. This is my basic plan for now.
I had a question about your defense strategy. If I’m correct, you stated that you use a mostly mounted/siege setup. Can you explain your reasoning behind this? Still trying to find my defensive niche. I know that my siege are dynamic even against bigs (I am just below 500M power and I regularly win defenses against 2-3B players), and I am trying to figure out what a good secondary defense would be. Thank you!
Oh I see. I watched that video only once but was so caught up in the math (and the drawings 🤭) that I must have missed that. I’ll have to rewatch it. Thanks server neighbor!
@@JWevony it was the entire last 10 minutes or so. You had each troop type and buffing for each type with good or not beside them but I just didn’t understand what you were talking about buffing or how. I had a headache so I might just not be thinking clearly! 😝
All super deep and kewl stuff, but too bad in All Stars none of this shit means anything when Lag, Glitches, broken Rally Size, stuck marches is what determines whether you progress or not... that and heals (no matter the team you're on).
Finally, someone who makes it easy to understand. Thank you, since i watcher your first video. I am now watching them all and going to share them with my alliance discord. Im rubbish at maths, but that's just me, but your explanation i understood clearly. Especially explaining the mechanics of all troop types. At last, found someone who explains without spreadsheets.
Also, take my hat off to you for doing these videos. Not many have done what you do.
Glad it was helpful!
Thx for the detail and numbers behind the mindset. For some of the mid level teams, mine included, understanding the numbers and what to build is huge.
Glad it helped!
The Q&A, pod cast, twitch stream with big players would be good to see/hear
I give you props for you video. There are so many youtubers out there doing video that does not bring value to the game. They just doing video about the updates and start ranting off. And then advertise apptoid to get money from people spending.
I will NEVER be that guy…
I am K35, 1.6B and I watched your last video and I decided to take your advice and started adding more ground troops from T1-T7 and adjust my refines where I can for defense and hp. I have 20M T1 ground 2M T2 and 3 to 7 a little over 1M. Still working on it when I can. I have leonidas as my main and paired with Duey as assistant. Both are 6 stars and some of my duty officers are 6 stars for additional defense and hp for ground and mounted. This last svs i took a hit from a K38 and I lost about 200M power but probably 80% or more was my T10-14 cavs. Unfortunately didn't hide my cavs but obviously won the defense. Good advice and Thank you!
In order to create a working “meat layer” to defend vs up to k40, minimum 400 (ideally 550) million t1 mount, and minimum 100 (ideally 300) million t1 ground
Yes to the panel...been hoping someone would do it
Great one! And finally someone talkloud about Derek videos.
Ppl are too stubbrun to see the correct math.. i always tell my friends (big coiners) 'use flat numbers on Siege attack general' becouse no matter your attack buff you will allways get half debuffed (Siege attack is the easiest to debuff even for f2p) so even if you have 2500% attack on t15 Siege you wiil get to 1250% on the base stat (3780).
lets add to this what the general bring from gears (8 slots × 30% in best case sinario = 240%) cut it to half its 120% to the base of 3780 = 4536.
Now with flat - 8 slot × 513 = 4104.
A bit less BUT no one sending full t15 march and for the t13 and t14 base stat (t13 - 2780×120% = 3.36. T14 - 3280×120%= 3963) it gives more buffs with flat then %.
Another point you have to make is like Derek said "when they reach there range" so even if ground have uge advantage with defense and hp - they losing turns untill they will get to the range when they can actually attack while the enemy already lower there hp few turns already so the range is a factor.
And again great video!!
A panel sounds good. The guys on my server are great teachers but to be included in a workshop would help me immensely.
Great analysis... K34, I have a ground orientated defense that im working on ... my plan was T1 mounted with 50% T1 ground mixed in... flat ground HP and Defense , flat Mounted attack and HP, and some flat ranged attack, HP and defense... Siege and ranged % attack buffs (on defense)
The problem is you need 6 flat hp to make a meat layer worthwhile. Neither ground or mount will work well at 4/4
The live panel would be cool. Even it’s it’s prerecorded just covering some questions players have asked that haven’t been answered that could be discussed in further detail would be cool also just out of respect your time and schedules of all parties involved.
Hi Mr Wick.
Follow up question/comment.
I notice that in the academy science, mix generals and buffs siege/mounted and range/ground are together. Is there a message behind this? Did the development team visually show us something?
Because of the siege/mounted pattern should t1 cities have flat refines/t1 troops and in-city percentage/t15 to t13 siege?
This question depends on a lot. Both scenarios can work for different keeps
Panel definitely would work.... please include Server: 120..... Thanks Man
Interesting..
From my conclusion.. in scale 8 ground would have 3 points, cav 3 points, archer one and 1 siege, according how many types will hits your troops
One main thing i am not really sure is about siege,... Siege is the largest range in troops type..
In case there's a siege rally come..it means the first 2 target will be siege and range.. im this case it could be we need 2 point for siege and 0 point for archer,, instead developing siege hp too
I see archer here doesn't need much to have good defense behind the wall.. because it's arranged on the middle..
Simply i would say... Male troops arr the most one to develop defense.. but siege defense will also need once you are an advance level
So for a 4 bill player ground is the way to go for. Defense i have leonidas who would be a good assistant for him
I have Leonidas as my main and I have him paired with Duey for range and both are 6 stars so the additional ground and mounted defense with the 6 stars helps. I also have Leo III and William Marshal but I haven't paired them with leonidas yet. Seems to work well for me. You can try Takeda Shingen, his main skill book works with leonidas. Just an Idea.
@@LiLRinka the stars from the assistant don’t add buffs so the 6 star leonidas is best for ground based defense. I run leonidas and Leo III because at my alliances size we use ranged the most on offense, meaning my keep is ground and siege for defense most of the time
Echo the above-assist’s ascension doesnt play. However, at 4 billion your first attacks will be archer or ground-and may even be a solo. So a ground based defense beats each one handily. Again, the choice of pairing is how moderate or extreme you want to favor the ground. Could pair with another ground/all arounder or just an all arounder (e.g. marshall/dewey/leo3
Hello, just came across your channel and have been watching. Quick question on mechanics if you know. Say I build a t1 ground meat wall and an equal amount for t1 archers. Would the enemy get stuck trying to wipe out the ground while the archers pick them off one by one or would it not work as such? Trying to do a hybrid of ground and archer but if this idea in my head is wrong, guess I'll go mounted only.
T1 archers wouldnt really be strong enough to pick off anything of substance within their range
Hi Mr Wick.
Great that more people are looking at the math behind evony. I wish evony would take the time to sort out its lag issues. If the lag problem continues players at the wonder3 level are going to stop taking part if there spending/team effort is undermined by a bad gaming environment.
did anyone talk to Sir Philip? Find out if he is just busy or did he do a silent protest of evony?
I am working on being a t1 defense keep. my take away from this video is.
1. You confirm my notion of going after HP using Nero.
2. Using flat refines so my troops will not get debuffed.
3. Build layers no greater than t6 (ruclips.net/video/yZkv4CXK-0c/видео.html) to avoid giving away
points if i get hit for svs.
4. I combo march size generals so i can ghost all my t14 attack presets.
This is my basic plan for now.
I had a question about your defense strategy. If I’m correct, you stated that you use a mostly mounted/siege setup. Can you explain your reasoning behind this? Still trying to find my defensive niche. I know that my siege are dynamic even against bigs (I am just below 500M power and I regularly win defenses against 2-3B players), and I am trying to figure out what a good secondary defense would be. Thank you!
Its elaborated on in my 1st mechanics vid. Its based on extrinsic placement of each troop type in the battlefield
Oh I see. I watched that video only once but was so caught up in the math (and the drawings 🤭) that I must have missed that. I’ll have to rewatch it. Thanks server neighbor!
You should post some gameplay just for fun
The two hour vids? I think people would be bored as hell…lol
I don’t know why but you completely lost me when you started talking about Defense. What are you talking about buffing? Monarch gear? Refines? Sorry 😞
What part exactly? Like what time stamp? I’ll rewatch and expound
@@JWevony it was the entire last 10 minutes or so. You had each troop type and buffing for each type with good or not beside them but I just didn’t understand what you were talking about buffing or how. I had a headache so I might just not be thinking clearly! 😝
Reach out on discord lets take this there
All super deep and kewl stuff, but too bad in All Stars none of this shit means anything when Lag, Glitches, broken Rally Size, stuck marches is what determines whether you progress or not... that and heals (no matter the team you're on).