You've clearly spent a lot of time and effort on this, thank you very much. That's helped me understand a few bits I was unsure of and it might make all the difference 👌🏼
Would you be willing to share your excel spreadsheet? Would like to plan around with it, and modify if including buffs/debuffs as well as separate columns to plug in each tier and troop type to see if the math checks out.
Remember you're doing gods work!!! I loved that comment made me crack up. . I always wondered if it was true the Flats can't be de-buffed. ;There are always so many haters around. I would just ignore them.
Attacking layers are the troops that do the damage in your march. Defensive layers are those whose purpose is to soak up hits in your march. In a range march. Archers are your attacking layers, the rest are your defensive layers. If you have others send defensive layers to your barb rally, you can win against much bigger barbs.
Please keep the beeping on! I don’t want you to injure yourself! You are now an important asset for Evony community! Thanks for your efforts. I shared your video to our alliance and can’t say enough how informative they are. I wanted to ask few questions but I saw they are in line to be addressed.
Hi now that you know exactly how defense works. Would it be more effective to buff defense or HP. I was always told the they were added together and buff HP, but now it seems that defense may be more effective.
Question... during trone war we have been told to send a march with a debuff general. Does this general debuff only my march or does it debuff the rally leaders march?
debuffs have zero effect on the rally unless you are the one setting the rally. Unfortunately battle reports mess up the debuff data. Your debuffs do not help your troops in a rally. Only the rally setter applies debuffs to the enemy and that will also apply to when your troops fight them. I hope that is clear.
@DerrickDefies OK... so then, how do buffs work. I'm wondering because if buffs and debuffs for a rally joiner do not have any effect, then should we even send a general with the march. BTW, Thanks for the answer.
@@NuttyButtery846 your buffs apply to your troops. The rally setter's debuffs apply to the entire enemy's forces. Your marches are buffed by only your buffs and your general. Your debuffs do not apply if you are not the one setting the rally. Please still send a general 😅. I hope that explains it better.
Derrick - this is Ranger from server 291. I've been scouring RUclips trying to find details on battle mechanics and I have to say this is the first legit video I've seen. I'd love for you to create some more content around t1 Cavs and how to beat them. Another question, big seige, does having layers help with big seige or is it better to just keep t12-t14 seige only in the rally or march? Thanks so much! Cheers!
I am glad you appreciate the videos. I plan on getting into detail on T1 walls in later content. As for attacking siege. I need to run some tests to see if anything below T9 is viable. Knowing the mechanics are one thing, verifying results are another especially with so many variables.
@@DerrickDefies Thanks so much for your reply and your time and attention to this request! I really appreciate it and look forward to hearing about what you find with the siege test when you have some time. I'm playing around with the simulator and its fascinating! I'm trying to figure how to model it out for complex simulations and multiple layers! Love excel! Let me know if I can assist with anything1 Love this kind of stuff! Cheers!
@@DerrickDefies i have been working on a battle simulator of my own for some time now. it seems that t4 siege and below start further forward than other siege
@@mikecrapse5285 Yes, this is because The T4 and below are not in range to hit any troop on the first turn, so they must move forward to target ground troops. This causes the lower tiers to be staggered and are susceptible to siege attacks.
You have a lot of helpful info.. thanks for your time and effort.. there’s a few things that seem to be contrary to what I’ve learned previously.. 1-reinforcing- more specifically in a temple or building.. it’s my understanding that.. first in, sets capacity… last in (first to be confronted in an attack).. last one in. Their buffs apply to the group of reinforcers.. and overrides/supersedes everyone’s buffs.. hence why last one in is called out in the reports as ‘defender’ in every occupants report. 2- you mentioned subcities’in a rally’.. subcities are unable to participate in a rally… I’m pretty sure you meant to say ‘March’.. please confirm
You are the man. How do you know which rally layers get hit first? Is it by troop size? So would you want one attacker at 1000, another at 900 etc... to ensure they are getting killed first?
So if you planned on making a full ranged march...... how would you set up the layers? I was told to use a 20/30/40 percent ratio using t13s as the 20 and t11s as the 40.
I am in the middle of making a video about setting up layers. But the correct answer is....it depends on the enemy. I will go into great detail about what layers affect and how big they should be. If you just want good quick guidance, RedEvony made a great video.
Question. You mentioned ‘base stats’ and buffs affect base stats. *those buffs do not compound.. or more familiarly termed.. ‘Stack’… however, I am still having much difficulty understanding how buffs effect timers… for example, healing speed- initial value/time, is not reduced by 41% when switching monarch to healing speed level 7 gear.. also does not get reduced by 7.5% ( with or without), monarch buff. … none of the timer buffs seem to calculate as specified.. please help
Hi, in your video you say the rally leader applies their debuffs. About 2 years ago, back in the k35 days, I did a test about rallies and debuffs. We found out that the highest debuff for that debuff type, from the rally was used. Let’s say Joe runs the rally, Sally joins the rally and has a ground attack debuff of 200 and Joe’s is 190, Sally’s ground attack debuff is used. If Sally’s ground defense debuff is 50 and Joe’s is 160, Joe’s ground defense debuff is used. We ran numerous test, the first test came to the same conclusion as you did, but the problem was the person starting the rally had all their debuff tech done. And the littles, joining couldn’t outshine that. Then we had someone not so fastidious about tech start the rally and in the battle report you could easily see the debuffs from the debuff generals that the littles sent to the rally. I can’t wait to try your battle simulator, I once tried to hand simulate a simple battle and I couldn’t figure it out with the information I was given, thank you so much for the work you have done
Several of the bigger players in my alliance are quite insistent that when attacking monsters, they can tell a difference in wounded if we join the rally with Sanada. They claim that debuffs are, at least for monsters, cumulative. Has your testing shown any different there?
Along the same lines, would the same hold true if we were all re-inforcing a keep using debuff generals? Would those activate the way sub city mayor debuffs do? For example if I send a siege reinforcement march with Suleiman, does his Enemy Troop debuff activate?
The defense modifier formula A/(A+D) reduces incoming damage. Think about it: if D=0, this ratio is A/A=1. If D=A, this ratio is A/2A=1/2. If D=2A, the ratio is 1/3 (you take 1/3 the damage). The higher “D” is, the less damage you take. Now if the defender’s full defense buff equals 2A and you reduce it to A, then instead of taking 1/3 the damage, the defender will now take 1/2 the damage. Therefore, defense debuff increase the damage
If you join a rally or reinforce, your debuffs will not help at all. As for Dimitry, he is ONLY useful for reinforcing someone's keep. He makes for a good assistant for reinforcing, but I would not spend any resources on him as he is very niche.
Have you ever tested Dmitry in battlefield to see if he works when reinforcing buildings? I asked CS and thier poorly written answer seemed to indicate he did, but I obviously have my doubts.
Maybe I missed this part of your explanation of counter attacking, but I have two questions. I assume but want to clarify the order of battle is that one level troop of the attacker strikes first and that level goes through the entire troop type and the defenders counterattack against that one t-level before the next t level attacks. My other question regards wounded troops. You stated even wounded troops counter attack although with diminished power. My question is whether the wounded troops only counterattack once, on the same round in which they're injured, and then drop out of the following battle exchanges.
Generally speaking, All of your troops of a type will attack on the same turn. They attack top tier and go down. Your T5s will attack the enemies highest tier troop (lets say T12) and may only kill 10 troops, they will then suffer wounds = to that if they were attacked my 10 T12s. After the counterattack is over, the wounded units leave the battle
Can you please do an in depth video on the best defensive strategies and how to T1 Cav layer, troop ratio. Etc. basically everything I need to know to have the best defense and be able to counter the big coiners
Question. If every troop attacks top downward, why does t1 traps work? Shouldn’t only t1s remain from an attack rather than a mic of all tiers? Is counter attack damage the culprit??
In a later video, I will go into detail about why T1 traps work. There are 2 reasons. T1s soak up damage once all their top tiers are removed from battle (an archer march could only kill mounted and the rest of the troops will remain safe) AND something most players overlook is the attack damage large numbers of T1s output.
@@DerrickDefies good stuff. A question on troop priority. Since t1 siege will focus ground since all other siege is out of range, if you have koryo bracers and siege extended will that give enough range needed to put that in range or is the difference still enough to have them attacking ground. I can’t imagine with that much bonus range it wouldn’t focus archers at the bare minimum. So with those extended ranges having a wall of t1 siege will greatly improve your defense against ranger marches, right?
Another question about siege. Does it keep attacking whatever troop was in range first or does it switch targets to highest priority once that troop is in range
This really helps a lot to understand the mechanics, thanks. Is it correct understod that the battle simulator you have shared do not take speed and range into account when e.g. cav attack siege? If I understand that part correct the siege will have free shot the first two or three turns due to range depending on tier.
We are working on this right now. Since there are many factors that go into it, range, speed, troop priority, troop order, ect. It becomes much more complicated. But hopefully we can get a full simulator up soon.
I have a question, what if I attack someone with weak ass buffs, but he’s reinforced by someone with really top tier buffs. Would I debuff based on the main city’s buffs or would I debuff them individually? And vice versa if my city is attacked by someone who deliberately sends a weak general and hardly any troops, but he’s got lot of bigs in rally, would I debuff them individually or as per the rally setters buffs?
Debuffs are determined by the building owner only. Reinforcements will not debuff you. Unfortunately this is not shown in the battle report adequately. When your march hits someone, your debuffs apply to all troops, including reinforcements
Question regarding layers and targeting..... The attacking troops start at the top tier of whoever they are targeting. Do they continue to target that top layer until they're all dead, or do they take 1 turn at the top tier, then move on to the next highest tier?
Yaaay. For the 2nd part. I am not sure if your speech impediment was sarcasm or not. But if you said that genuinely, then I must let you know that your speech is perfect 👌 Again thank you for this video. I am going to try the battle simulator tonight after work. Have a question on rallies / reinforcements - I understood that they are additional layers. But how does that impact the battle turns? If say I rally with 1 people joining me on someone without no reinforcements - Does that mean I attack, then my rally joiner attacks, and then the defender attacks? Or is it more like I attack, defender attacks, rally joiner attacks, defender attacks? I personally feel, that it's the first one where the person without reins gets disadvantaged in terms of turns because if its the 2nd option, then the rally joiners layers won't have that big of an impact even with just small troops like it did for your barbarian keep report. Please let me know your thoughts. Thank you again for your video I look forward to your upcoming videos
I should have been more clear about this. ALL of the rally participants attack on one turn. Imagine it being one big march with several different marches of the same tier troops. The battle order is typically First to join to last, but it will change so much throughout the battle based on range/speed skill books, troop layers being attacked ect. I hope that answers your question!
Sorry, one follow up question then. In that case when the defender attacks does it attack all top tiers of all rally participants equally? Or just one top tier of one rally participant?
@@sait6104 The defender willl attack whoever has the highest tier troops in the rally first. If there are multiple participants with the same tier in a rally. The defender will attack one with their highest tier (T14) and then attack the next participant with their next tier (T13) This is why in a rally you will notice one person is receiving more wounds, they are getting hit by the higher tier troops. I realized I should have covered all of this in my video. haha. These are good questions!!
@@DerrickDefies thank you very much. I was able to visualize it perfectly now, that the attack is going horizontally between the participants. Now it makes sense why even small reins make such a huge impact in defenses. And I slept on reins till now, omg. Thank you again for these informative videos. Much love and many thanks
@@DerrickDefies Also one more thing, I am assuming that for simplicity the battle simulator you have shared, only considers siege range to 1400 , isn't it? I noticed the conditional formulae of ranged vs non ranged units like archer vs mounted, mounted vs siege, etc. But I didn't notice any conditional formulae for the increasing range of siege units as we progress tiers. That would also explain why siege units wounded were not matching in the simulator. If I manually turn a few turns off for the attacker/defender(depending on who has the shorter range) , it kind of matches. But just wanted to verify that is my understanding correct or not
Can you verify theory that troop layers t1-t11 should be 25% of the highest troop layer in t12-t15? For an attacking march does layer size matter whether its 1 or 1000 in each layer? What is the best ratio of troop layers t12-t15 for an attack march? Can a mix attack march be more effective like a range/siege combo?
I really would like to know if sending 1/10/100/1k layers matter at all? i would prefer just sending 1 of every layer since they arent the ones actually do the real fighting.
Theoretically you are correct. That as long as there is 1 troop it shouldn't matter. Because the layers are there to waste time. But I have seen reports of my alliance member on a barb keep as follows - 1. 1 troop siege and ground layers with ranged focus pvp - win with very high wounded 2. All troops layers of 100 with ranged focus - lose 3. All troops layer of 1000 with ranged focus - Win with extremely low wounded. So even that confused me that why was there a mammoth change from 100 to 1k layer size.
@@sait6104 You are stealing my thunder. Yes, there is certainly a benefit from having thicker layers as they will not die as quickly. The battle happens for many rounds. If you use only one troop, the low tier layers of the enemy can take them out more easily. 1 troop, 100 troops, or 1000 troops will change the dynamic of the battle. I plan on explaining all of this in my next video
@@DerrickDefies lol, sorry🙈. You got my excitement renewed in this game while I was contemplating quitting. The one thing constant from when I started playing Evony is my excel where I used to track everything related to my keep. Now with your videos, it gave me so much excitement and joy.
They work like additional layers in a march. Instead of having one layer of T12 mounted you can now have 5 layers of T12 mounted. The enemy will generally target them from first to enter to last to enter. So if the enemy sent a normal march, their T13s will target the building owner's T12, their T12 will target 1st reinforcer, their T11's will target 2nd reinforcer and so on.
Derrick, GREAT information. I would like to ask a question about using your battle simulator K12 page, for a bit more complex usage than 1 layer vs 1 layer. I would like to run some data, for an expected rally defense against a T1 meat wall (with possible reins also). The real attack 'can' be simplify to this (ignoring ALL of the non-important layers). The defense boils down to is 1 huge horse layer (T1 meat wall), vs the attack of 9 layers of large troops (rally with 3 people). So how would I go about simulating this using the K12 page. I would assume this: Round 1. my defense smokes a T14 (still 2 left plus 3 t13 and 3 t12). Then on that round the other 8 hit my wall (or possibly another layer) Round 2, a 2nd T14 vaporizes, but I take a T14, 3 T13 and 3T12 hits etc, etc. So, (if my assumptions are right), how would I go about using the K12 tool to determine losses. These losses may vary greatly depending upon the answer to question 2 (layer selection mechanics). Question 2, if there are multiple layers left of horses (if I were reined by friends sending small troop count complete layered reins), how does Evony choose which layer to hit? Example, there are 8 T1 horse layers in range (1 big, the other junk), can we determine which layer takes the hit? I can easily figure this out if there are still larger horse troops or ground troop layers left in the battle. The T1 meat-wall will strike with impunity, and as long as it can clean kill without any counter-strike damage, it wipes out a layer each round. Thanks, Jim,
God Bless You!!! You are the chosen one!! You will lead the Evony Slaves out of Darkness... Stay on the right path, I meant the left Path..... Doesnt matter.. But Seriously Thank You!!
Thank you thank you thank you. , so if I understand that last part correct. On barbarians if I get 2 sets of reins from my alliance I stand a better chance to defeat their castle??
@@brianbacon1651 The simulator is in my description, you would need to make your own copy. For barbarians, Lets say you were going to attack a barb that mostly has ranged and siege, If you have allies join your rally with 10 of every troop and tier, their reinforcements will soak up the damage. The barbs siege will target your ally's siege and the barbs archers will target your ally's mounted layers. Your archers will only receive counter attack damage.
its in the description, be mindful that the current (k) values are estimates. We are currently making a web based version to help accessibility. I will update the battle simulator in the future to make it more accurate. (I just need to get better at excel)
@Derrick Defies hey, im the original player that started the t1 siege bomb and defenses back in season 1 of all stars. Was interested in helping you out. Add me on discord?
I think video is great, for someone who is happy to work with numbers or get distracted by smoke detector. What I want to know is how to build march with best layers.. we have tried many different ways of layering.. And we come to optimum setting, that dose not make any sense at all.. But after watching your vid part 1, gave good understanding.. 👍 Every keep built different.. And with T1 trap in the game, k40 can not defeat well built k33. Give us more please 🙏
One question I have is about the training facility level that is in between tier levels, Evony says the t13 troops of a level 34 barracks are stronger than t13 from level 32 or 33. Just thought of it after seeing your spreadsheet and realized you’d be the one to ask
@@DerrickDefies I'm currently at k30 and leader of my alliance and we in a war with the second strongest alliance on our server my alliance is the 4th strongest I want to show them the difference between free to play and big spenders
You mentioned that troops attack the highest tier layers first. Seems like that would mean that lower tier layers don't really do anything to protect higher tier troops. Am I missing something?
If you have 13 tiers layered.. T 13 will take hit first, and they done. They will not participate. However, he explained that lower layers 1-12 would be fighting multiple times till one of the participants will have no troops to participate. Killed, wounded etc.. more success if you put 40% of t13, 50% of t12, t11 down to t1 remaining 10%.. My numbers is just an example... this way same amount of troops, and less power however, makes more damage.
Sorry about that. The best way to look at it is ranged and siege will always hit the enemy first regardless of if they are defenders or attackers. If ground will attack each other, the defending ground unit will attack first. I hope that clarifies it
I know you're getting a lot of questions and it's already a lot to cover. I'm just in a bit of a pickle. As everyone knows everyone is building a t1 mounted keep defense. Well when I first heard of the t1+flat refine defense the person explaining advised siege attack refines and ground or mounted HP and defense refines. Figured I'm already working a siege ground defense so that's how I would refine. Now curious if I fudged up
You didn't mess up, but I will explain the defense in a future video. I personally am running mostly flat refines for attack on mounted rather than defensive/HP ones, but that's not always the best strategy.
What do you mean by defensive layers - you mentioned this at the end of your video. Did you mean they are reinforcing your city or they joined the rallyV
Attacking layers are the main force doing the damage in a battle (archers with a ranged general) defensive layers are layers that are just used to slow the enemy down from attacking your main force. You add mounted to your march to bait enemy's archers to attack them rather than your main force.
Hello derrik great video please explain to me i have a report that show the attacker t12 ranged with 1100000 troops killed all my 25 milion t1 siege troops while his t14 with 900000 troops just took damage and only killed 40000 troops and also his t13 troops with 1 m troops killed just 12500 troops I thought only his t14 will wipe out the t1 siege but it is the opposite
Can't agree with you more. The mechanics of wounded/deserter/souls/dead are another issues. The black box "Battle" produces killed troops, which are then passed to another black box "Wounded" to categorize them. The battle mechanics are applicable to all scenarios including battlefields, SvS, against barbarians, against npc sub city. In simpler scenarios like battlefields, the killed all become wounded. When against npc subcity, the killed all become dead. In SvS, the killed are sent to the hospital until full, and the rest dead. When against barbarians, the killed are all wounded if the hospital is available and caps them according to the the hunting death rate. A general is determined dead if all troops are killed in the "Battle" phase, regardless of any saved in the "Wounded" phase. In a normal scenario, i.e. deserter/souls scenario, it is much more complicated and I cannot figure out it yet.
Why do you alternate in your first attacker matrix between attacker and defender? That seems unlikely. Other games have either or. If this is really what you observe, then I bet there is an underlying rule/s which have this as an indirect consequence instead of a direct implementation. What do you think?
One of the difficulties to understand in Evony has been which side moves/attacks first. It is believed that the Defender will make the first move. The reason an attacker would go hit first (range for example) is because the defender wasn't in range to hit the attacking troop on their turn and moves forward. Then on the attacking troops turn, they move and are in range to hit the defenders. This is something I need to do more testing to get all the numbers right, but as soon as I am sure about the information, I will share it on here.
@@DerrickDefies The assumption I have always understood, is that both sides move/attack at the same time, each turn. Is it definitive that this is not true?
@@jamesroberts3694 pretty sure they don't attack at the same time. Because if it was true wounded and counter attack from wounded won't add up as per the simularor. As they would be attacking at same time, they would be attacking same number of troops. But in the simulator it can be seen that someone attacks first, the other player gets its troops reduced and then they attack. Especially you can verify this with mounted vs ranged something like this. As for movement, even I am trying to figure out how they move. I tried few combinations of program is 1. Either move or attack - didn't work out 2. Move if possible and then attack if possible - didn't work out 3. Attack if possible and then move if possible - didn't work out 😅 But I did these tests in isolation before Derrick released this simulator. I will run more tests to see if I can find this information. If that information is found, the game play of everyone in Evony will change drastically
@@jamesroberts3694 troops definitely dont attack at the same time. Go to 9:51 in the video. We see that when 68 ranged fight 19 ranged, the 68 ranged all survived. If troops attack at the same time, then the 68 troops should have received 5 wounded
@@DerrickDefies Hi Derrick, from what I have seen you in your formulae and battle reports in Evony, archers always get 2 turn without counter damage advantage against mounted. If it is assumed that Evony is doing any kind of troop movements, then archers won't have a 2 turn advantage. Because archer range = 500, and mounted speed = 600, so no matter what after getting the first hit, the mounted will close the gap on archers and the 2nd attack on mounted by archers should have counter damage(which is not happening as per real battle reports and battle simulator). I am guessing Evony either calculates turns needed at the start of the battle based on some formula, OR evony allows units to move past each other(which in my opinion is bizarre programming) and then reset distance to 0. Just wanted to share these findings, in case you find them useful and informative for when you do your research on the first turn and movement per turns videos :)
Great content! The concept of counterattacking has really helped me better interpret battle reports, so thank you for that. I do have a question that I hope you can answer: reviewing undead battle reports, do you have an idea why mid tier ground like t6s and t8s would kill some t13 mounted but t9 through t12 ground would have zero kills and zero wounded? Don’t the upper tiers attack before the lower tiers?
Undead work the same.. after walls and traps, highest tier will be hit. Then will go down and follow counter. What you need, is clear indication to build more troops below that didn't get wounded.. Similar to t1 trap that many players using this days to protect themselves..
So, I tested your theory out with reinforcements, I had 10 of my friends reinforce me with 1000 of each troop and tier, with me being a 1B+ K35, yet I was easily wiped out by a solo ground march from a K38, am I missing something? Because this little experiment cost me 6K sources of life 😵💫
I would have to see the report to tell you what happened. You still need a way to defeat the Ground units. send me a friend request in game "DerrickDefies". My next video will cover defenses and should clear up any questions you have.
That's awesome, thank you for the info, I have a question. What tiers do flat stats refines effect? Are all tiers effected by flat stats refines on gear? Or just t11s and lower?
So I don’t want my siege attacking mounted cuz the mounted tiers will magically teleport close to my siege and slap them back then return to their original fight? 😂 Damn
Hey, great video! What are things I’ve noticed on attacking with the ground it clears other ground before it moves onto anything else. Do you know why that is?
Ground units start in the front of the battle (see my part 1) When ground attacks, they are only in range of ground units. This is why they will be involved with many battles in the beginning with the vanguard units before working towards range and siege.
Hi Derrick, awesome work! I was wondering how rally mechanics for monsters work? Lets say I want to attack a B12. With 600K T12 I can kill it but suffers 10k wounds my teammate can attack it with 700k T12 but suffers 4k wounds. When we attack it together (I join my teammates rally), I get 5k wounds, and he gets 2k wounds. In another scenario we try to attack a Lava Turtle3: I get 4k Wounds, my teammate gets 1600 wounds. when rallying together, I get 0 wounds and my teammate still gets 1600 wounds... I speculate that the mechanic is something like first the monster take a turn on the rally leader, then it takes a turn against me, then it goes back to the rally leader and so forth - can that be true? Would there be any way to pool multiple armies for a 0 wound hit on a monster then? (I can think of any)
I have done some testing on monsters. So far the most accurate information I have found on the web is from evonyguidewiki.com/en/monster-battle-mechanics-en/ However, now that I have uncovered the battle mechanics formula, I can figure out what the attack/defense/HP are of each individual monster and determine the exact troops required to defeat each one. This would greatly help in understanding the rally mechanics on it. I may do this for another video, but anything I say right now is mostly theory from observation. I don't have real numbers.
@@DerrickDefies thanks for the answer. I read the article but couldnt find conclusive evidence/theory on monster rallies. If u were to conduct such experiments it would be greatly appreciated.
Scenario in your first case : 1. You attack the monster 2. Monster attack you (5k wounds) 3. You attack the monster 4. Monster attack you (+5k wounds) 5. You attack the monster and killed it. Scenario in your 2nd case 1. Your friend attack the monster 2. Monster attack your friend (2k wounds) 3. You attack the monster 4. Monster attack you (5k wounds) 5. Your friend attack monster and killed it Scenario for your third case : 1. Your friend attack the monster 2. Monster attack your friend (1600 wounds) 3. You attack the monster and killed it
It seems like evony doesn't have 5000 players to reach the 5000 subscribers . 2k plus the rest are alts. Come on Derrick Post a new video we all waiting...
You've clearly spent a lot of time and effort on this, thank you very much. That's helped me understand a few bits I was unsure of and it might make all the difference 👌🏼
I didn’t even notice any speech impediment. Great video. I came for stats and ended up laughing at the smoke alarms.
Yeah I make sure I edit the speech impediment out and keep the smoke alarms in.
Had me rolling with the smoke alarm 😂. Appreciate the great content!
mark my words. A star is being born right here.
Speach impediment? Can't tell at all bro. Amazing content! Can't wait until you get into optimisation.
Incredible information. I appreciate you and your statistical analysis
ho boi i'm about to be a MENACE, been looking for the math for this for a while, thanks man for putting in the effort
Would you be willing to share your excel spreadsheet? Would like to plan around with it, and modify if including buffs/debuffs as well as separate columns to plug in each tier and troop type to see if the math checks out.
Didn’t even notice a speech issue. You are doing great.
Remember you're doing gods work!!! I loved that comment made me crack up. . I always wondered if it was true the Flats can't be de-buffed. ;There are always so many haters around. I would just ignore them.
Please keep feeding our brain sir
you are hilarious.
keep up the good work on battle mechanics
Really Amazing Derrek! Please keep up that good work!!!
Can you explain what you mean by reinforcing with defensive layers when rallying a Barb or Keep?
Attacking layers are the troops that do the damage in your march. Defensive layers are those whose purpose is to soak up hits in your march. In a range march. Archers are your attacking layers, the rest are your defensive layers. If you have others send defensive layers to your barb rally, you can win against much bigger barbs.
Please keep the beeping on! I don’t want you to injure yourself! You are now an important asset for Evony community!
Thanks for your efforts. I shared your video to our alliance and can’t say enough how informative they are. I wanted to ask few questions but I saw they are in line to be addressed.
Hi now that you know exactly how defense works. Would it be more effective to buff defense or HP. I was always told the they were added together and buff HP, but now it seems that defense may be more effective.
Holy sh!t dude... Great content, Thanks for the simulator.
Question... during trone war we have been told to send a march with a debuff general. Does this general debuff only my march or does it debuff the rally leaders march?
debuffs have zero effect on the rally unless you are the one setting the rally. Unfortunately battle reports mess up the debuff data.
Your debuffs do not help your troops in a rally. Only the rally setter applies debuffs to the enemy and that will also apply to when your troops fight them. I hope that is clear.
@DerrickDefies OK... so then, how do buffs work. I'm wondering because if buffs and debuffs for a rally joiner do not have any effect, then should we even send a general with the march. BTW, Thanks for the answer.
@@NuttyButtery846 your buffs apply to your troops. The rally setter's debuffs apply to the entire enemy's forces. Your marches are buffed by only your buffs and your general. Your debuffs do not apply if you are not the one setting the rally. Please still send a general 😅. I hope that explains it better.
@@DerrickDefies Perfect!!! Just wanted to make sure I wasnt misunderstanding. Thanks.
Math is to hard when you do math I don't have to. Keep up the great work!
Math is never hard until you run out of fingers.
Great video I watch it many time to completely understand. Awesome. Thanks
Derrick - this is Ranger from server 291. I've been scouring RUclips trying to find details on battle mechanics and I have to say this is the first legit video I've seen. I'd love for you to create some more content around t1 Cavs and how to beat them. Another question, big seige, does having layers help with big seige or is it better to just keep t12-t14 seige only in the rally or march? Thanks so much! Cheers!
I am glad you appreciate the videos.
I plan on getting into detail on T1 walls in later content.
As for attacking siege. I need to run some tests to see if anything below T9 is viable. Knowing the mechanics are one thing, verifying results are another especially with so many variables.
@@DerrickDefies Thanks so much for your reply and your time and attention to this request! I really appreciate it and look forward to hearing about what you find with the siege test when you have some time. I'm playing around with the simulator and its fascinating!
I'm trying to figure how to model it out for complex simulations and multiple layers! Love excel! Let me know if I can assist with anything1 Love this kind of stuff! Cheers!
@@DerrickDefies i have been working on a battle simulator of my own for some time now. it seems that t4 siege and below start further forward than other siege
@@mikecrapse5285
Yes, this is because The T4 and below are not in range to hit any troop on the first turn, so they must move forward to target ground troops. This causes the lower tiers to be staggered and are susceptible to siege attacks.
What is the optimal percentage of troops to put in each layer? Roughly.
I hope my new video explains this.
You have a lot of helpful info.. thanks for your time and effort.. there’s a few things that seem to be contrary to what I’ve learned previously..
1-reinforcing- more specifically in a temple or building.. it’s my understanding that.. first in, sets capacity… last in (first to be confronted in an attack).. last one in. Their buffs apply to the group of reinforcers.. and overrides/supersedes everyone’s buffs.. hence why last one in is called out in the reports as ‘defender’ in every occupants report.
2- you mentioned subcities’in a rally’.. subcities are unable to participate in a rally… I’m pretty sure you meant to say ‘March’.. please confirm
You are the man. How do you know which rally layers get hit first? Is it by troop size? So would you want one attacker at 1000, another at 900 etc... to ensure they are getting killed first?
Again - great content! I’d vote for proper layer building as the next video
So if you planned on making a full ranged march...... how would you set up the layers? I was told to use a 20/30/40 percent ratio using t13s as the 20 and t11s as the 40.
I am in the middle of making a video about setting up layers. But the correct answer is....it depends on the enemy. I will go into great detail about what layers affect and how big they should be. If you just want good quick guidance, RedEvony made a great video.
Question. You mentioned ‘base stats’ and buffs affect base stats. *those buffs do not compound.. or more familiarly termed.. ‘Stack’… however, I am still having much difficulty understanding how buffs effect timers… for example, healing speed- initial value/time, is not reduced by 41% when switching monarch to healing speed level 7 gear.. also does not get reduced by 7.5% ( with or without), monarch buff. … none of the timer buffs seem to calculate as specified.. please help
Hi, in your video you say the rally leader applies their debuffs. About 2 years ago, back in the k35 days, I did a test about rallies and debuffs. We found out that the highest debuff for that debuff type, from the rally was used. Let’s say Joe runs the rally, Sally joins the rally and has a ground attack debuff of 200 and Joe’s is 190, Sally’s ground attack debuff is used. If Sally’s ground defense debuff is 50 and Joe’s is 160, Joe’s ground defense debuff is used.
We ran numerous test, the first test came to the same conclusion as you did, but the problem was the person starting the rally had all their debuff tech done. And the littles, joining couldn’t outshine that. Then we had someone not so fastidious about tech start the rally and in the battle report you could easily see the debuffs from the debuff generals that the littles sent to the rally.
I can’t wait to try your battle simulator, I once tried to hand simulate a simple battle and I couldn’t figure it out with the information I was given, thank you so much for the work you have done
Several of the bigger players in my alliance are quite insistent that when attacking monsters, they can tell a difference in wounded if we join the rally with Sanada. They claim that debuffs are, at least for monsters, cumulative. Has your testing shown any different there?
Along the same lines, would the same hold true if we were all re-inforcing a keep using debuff generals? Would those activate the way sub city mayor debuffs do? For example if I send a siege reinforcement march with Suleiman, does his Enemy Troop debuff activate?
So, if I debuff their defense, the troop modifier goes up, since defense is only on the denominator. Am i missing something?
The defense modifier formula A/(A+D) reduces incoming damage. Think about it: if D=0, this ratio is A/A=1. If D=A, this ratio is A/2A=1/2. If D=2A, the ratio is 1/3 (you take 1/3 the damage). The higher “D” is, the less damage you take. Now if the defender’s full defense buff equals 2A and you reduce it to A, then instead of taking 1/3 the damage, the defender will now take 1/2 the damage. Therefore, defense debuff increase the damage
Thoughts on T1 range defensive wall mixed with T1 siege/and ground.... everyone is building mounted defensive wall.... open for discussion
So in rally if I join my debuffs on my general don’t apply, only the debuffs of the rally setter?
How does Dimitry work? Does he apply to all?
If you join a rally or reinforce, your debuffs will not help at all. As for Dimitry, he is ONLY useful for reinforcing someone's keep. He makes for a good assistant for reinforcing, but I would not spend any resources on him as he is very niche.
Have you ever tested Dmitry in battlefield to see if he works when reinforcing buildings? I asked CS and thier poorly written answer seemed to indicate he did, but I obviously have my doubts.
Maybe I missed this part of your explanation of counter attacking, but I have two questions. I assume but want to clarify the order of battle is that one level troop of the attacker strikes first and that level goes through the entire troop type and the defenders counterattack against that one t-level before the next t level attacks. My other question regards wounded troops. You stated even wounded troops counter attack although with diminished power. My question is whether the wounded troops only counterattack once, on the same round in which they're injured, and then drop out of the following battle exchanges.
Generally speaking, All of your troops of a type will attack on the same turn. They attack top tier and go down. Your T5s will attack the enemies highest tier troop (lets say T12) and may only kill 10 troops, they will then suffer wounds = to that if they were attacked my 10 T12s. After the counterattack is over, the wounded units leave the battle
Can you please do an in depth video on the best defensive strategies and how to T1 Cav layer, troop ratio. Etc. basically everything I need to know to have the best defense and be able to counter the big coiners
This will be my next topic to cover. Stay tuned
How come when a smaller keep enters a building we get their buffs. And capacity?
That player becomes the owner of the building and applies their debuffs and capacity. (not buffs)
@@DerrickDefies thank you.
Question. If every troop attacks top downward, why does t1 traps work? Shouldn’t only t1s remain from an attack rather than a mic of all tiers? Is counter attack damage the culprit??
In a later video, I will go into detail about why T1 traps work. There are 2 reasons. T1s soak up damage once all their top tiers are removed from battle (an archer march could only kill mounted and the rest of the troops will remain safe) AND something most players overlook is the attack damage large numbers of T1s output.
@@DerrickDefies good stuff.
A question on troop priority. Since t1 siege will focus ground since all other siege is out of range, if you have koryo bracers and siege extended will that give enough range needed to put that in range or is the difference still enough to have them attacking ground. I can’t imagine with that much bonus range it wouldn’t focus archers at the bare minimum. So with those extended ranges having a wall of t1 siege will greatly improve your defense against ranger marches, right?
Another question about siege. Does it keep attacking whatever troop was in range first or does it switch targets to highest priority once that troop is in range
This really helps a lot to understand the mechanics, thanks. Is it correct understod that the battle simulator you have shared do not take speed and range into account when e.g. cav attack siege? If I understand that part correct the siege will have free shot the first two or three turns due to range depending on tier.
Can i have that battle simulator file ?
Any chance you could make a simulator that you can do with layers 😅 on both attacking and defending
We are working on this right now. Since there are many factors that go into it, range, speed, troop priority, troop order, ect. It becomes much more complicated. But hopefully we can get a full simulator up soon.
I have a question, what if I attack someone with weak ass buffs, but he’s reinforced by someone with really top tier buffs. Would I debuff based on the main city’s buffs or would I debuff them individually? And vice versa if my city is attacked by someone who deliberately sends a weak general and hardly any troops, but he’s got lot of bigs in rally, would I debuff them individually or as per the rally setters buffs?
Debuffs are determined by the building owner only. Reinforcements will not debuff you. Unfortunately this is not shown in the battle report adequately. When your march hits someone, your debuffs apply to all troops, including reinforcements
Question regarding layers and targeting.....
The attacking troops start at the top tier of whoever they are targeting. Do they continue to target that top layer until they're all dead, or do they take 1 turn at the top tier, then move on to the next highest tier?
Thanks!
Yaaay. For the 2nd part. I am not sure if your speech impediment was sarcasm or not. But if you said that genuinely, then I must let you know that your speech is perfect 👌
Again thank you for this video. I am going to try the battle simulator tonight after work.
Have a question on rallies / reinforcements - I understood that they are additional layers.
But how does that impact the battle turns? If say I rally with 1 people joining me on someone without no reinforcements -
Does that mean I attack, then my rally joiner attacks, and then the defender attacks?
Or is it more like I attack, defender attacks, rally joiner attacks, defender attacks?
I personally feel, that it's the first one where the person without reins gets disadvantaged in terms of turns because if its the 2nd option, then the rally joiners layers won't have that big of an impact even with just small troops like it did for your barbarian keep report.
Please let me know your thoughts. Thank you again for your video
I look forward to your upcoming videos
I should have been more clear about this. ALL of the rally participants attack on one turn. Imagine it being one big march with several different marches of the same tier troops. The battle order is typically First to join to last, but it will change so much throughout the battle based on range/speed skill books, troop layers being attacked ect. I hope that answers your question!
Sorry, one follow up question then. In that case when the defender attacks does it attack all top tiers of all rally participants equally? Or just one top tier of one rally participant?
@@sait6104 The defender willl attack whoever has the highest tier troops in the rally first.
If there are multiple participants with the same tier in a rally. The defender will attack one with their highest tier (T14) and then attack the next participant with their next tier (T13) This is why in a rally you will notice one person is receiving more wounds, they are getting hit by the higher tier troops.
I realized I should have covered all of this in my video. haha. These are good questions!!
@@DerrickDefies thank you very much. I was able to visualize it perfectly now, that the attack is going horizontally between the participants.
Now it makes sense why even small reins make such a huge impact in defenses. And I slept on reins till now, omg. Thank you again for these informative videos. Much love and many thanks
@@DerrickDefies Also one more thing, I am assuming that for simplicity the battle simulator you have shared, only considers siege range to 1400 , isn't it? I noticed the conditional formulae of ranged vs non ranged units like archer vs mounted, mounted vs siege, etc. But I didn't notice any conditional formulae for the increasing range of siege units as we progress tiers.
That would also explain why siege units wounded were not matching in the simulator. If I manually turn a few turns off for the attacker/defender(depending on who has the shorter range) , it kind of matches.
But just wanted to verify that is my understanding correct or not
Can you verify theory that troop layers t1-t11 should be 25% of the highest troop layer in t12-t15? For an attacking march does layer size matter whether its 1 or 1000 in each layer? What is the best ratio of troop layers t12-t15 for an attack march? Can a mix attack march be more effective like a range/siege combo?
Layers have been requested quite a bit so I will make this the priority topic of my next video.
@@DerrickDefies I’m looking forward to this!! ❣️
I really would like to know if sending 1/10/100/1k layers matter at all? i would prefer just sending 1 of every layer since they arent the ones actually do the real fighting.
You should at least send 1 troop of each. It makes a big difference, however more can be optimal. Layers will be the subject of my next video.
Theoretically you are correct. That as long as there is 1 troop it shouldn't matter. Because the layers are there to waste time.
But I have seen reports of my alliance member on a barb keep as follows -
1. 1 troop siege and ground layers with ranged focus pvp - win with very high wounded
2. All troops layers of 100 with ranged focus - lose
3. All troops layer of 1000 with ranged focus - Win with extremely low wounded.
So even that confused me that why was there a mammoth change from 100 to 1k layer size.
@@sait6104 You are stealing my thunder. Yes, there is certainly a benefit from having thicker layers as they will not die as quickly. The battle happens for many rounds. If you use only one troop, the low tier layers of the enemy can take them out more easily. 1 troop, 100 troops, or 1000 troops will change the dynamic of the battle. I plan on explaining all of this in my next video
@@DerrickDefies lol, sorry🙈. You got my excitement renewed in this game while I was contemplating quitting. The one thing constant from when I started playing Evony is my excel where I used to track everything related to my keep. Now with your videos, it gave me so much excitement and joy.
I’m wondering if you have done any turn wounded to death testing. A general that comes to mind is Saladin.
A general that comes to mind is Memhed, he will greatly reduce your deaths. I haven't done the math on d2w, but I may do it in the future..
@@DerrickDefies Thanks, I've been poking at big guys who invade during svs with T1's not sure if others have tried this.
@@douglasdakin3934 I do T1 rallies 😂 the power exchange is in my favor but it fills your hospital fast.
Amazing video thank you so much. Question dude what is better for a T1 wall mounted or ground.
Mounted. I will explain why in a later video.
Thank you sir
The battle simulator doesn’t work on this link
Cross reinforcements how do they work
They work like additional layers in a march. Instead of having one layer of T12 mounted you can now have 5 layers of T12 mounted. The enemy will generally target them from first to enter to last to enter. So if the enemy sent a normal march, their T13s will target the building owner's T12, their T12 will target 1st reinforcer, their T11's will target 2nd reinforcer and so on.
Yeah but what I mean cross reins don't you get there buffs aswell as your own
@@louisbarton688 No, you only use your own buffs. buffs and debuffs don't stack
Derrick, GREAT information. I would like to ask a question about using your battle simulator K12 page, for a bit more complex usage than 1 layer vs 1 layer.
I would like to run some data, for an expected rally defense against a T1 meat wall (with possible reins also). The real attack 'can' be simplify to this (ignoring ALL of the non-important layers). The defense boils down to is 1 huge horse layer (T1 meat wall), vs the attack of 9 layers of large troops (rally with 3 people). So how would I go about simulating this using the K12 page.
I would assume this:
Round 1. my defense smokes a T14 (still 2 left plus 3 t13 and 3 t12). Then on that round the other 8 hit my wall (or possibly another layer)
Round 2, a 2nd T14 vaporizes, but I take a T14, 3 T13 and 3T12 hits
etc, etc.
So, (if my assumptions are right), how would I go about using the K12 tool to determine losses. These losses may vary greatly depending upon the answer to question 2 (layer selection mechanics).
Question 2, if there are multiple layers left of horses (if I were reined by friends sending small troop count complete layered reins), how does Evony choose which layer to hit? Example, there are 8 T1 horse layers in range (1 big, the other junk), can we determine which layer takes the hit? I can easily figure this out if there are still larger horse troops or ground troop layers left in the battle. The T1 meat-wall will strike with impunity, and as long as it can clean kill without any counter-strike damage, it wipes out a layer each round.
Thanks, Jim,
Also, I was wondering on how to take down a T1 wall. Or at least how to build one to protect all my troops.
God Bless You!!! You are the chosen one!! You will lead the Evony Slaves out of Darkness... Stay on the right path, I meant the left Path..... Doesnt matter.. But Seriously Thank You!!
Thank you thank you thank you. , so if I understand that last part correct. On barbarians if I get 2 sets of reins from my alliance I stand a better chance to defeat their castle??
Also can you send a link to your spread sheet
@@brianbacon1651 The simulator is in my description, you would need to make your own copy.
For barbarians, Lets say you were going to attack a barb that mostly has ranged and siege, If you have allies join your rally with 10 of every troop and tier, their reinforcements will soak up the damage. The barbs siege will target your ally's siege and the barbs archers will target your ally's mounted layers. Your archers will only receive counter attack damage.
Could you perhaps explain not only how to defeat t1s, but also how to make a strong t1 trap acc?
would you share your spreadsheet? I like to run some battle reports
its in the description, be mindful that the current (k) values are estimates. We are currently making a web based version to help accessibility. I will update the battle simulator in the future to make it more accurate. (I just need to get better at excel)
@Derrick Defies hey, im the original player that started the t1 siege bomb and defenses back in season 1 of all stars. Was interested in helping you out. Add me on discord?
@@DerrickDefies .
I think video is great, for someone who is happy to work with numbers or get distracted by smoke detector. What I want to know is how to build march with best layers.. we have tried many different ways of layering.. And we come to optimum setting, that dose not make any sense at all.. But after watching your vid part 1, gave good understanding.. 👍
Every keep built different.. And with T1 trap in the game, k40 can not defeat well built k33.
Give us more please 🙏
One question I have is about the training facility level that is in between tier levels, Evony says the t13 troops of a level 34 barracks are stronger than t13 from level 32 or 33. Just thought of it after seeing your spreadsheet and realized you’d be the one to ask
That’s not true at all. Where did you read that? T13s are t13s. The only difference should come from your buffs and debuffs vs your opponents.
Keep making evony content please, also would you be willing to share this spreadsheet?
I thought the defender always attacked first. Is that not true?
Just started watching your video yesterday thanks to gangis but your video prove to be accurate thanks
I cant thank genghis enough for promoting my new channel
@@DerrickDefies I'm currently at k30 and leader of my alliance and we in a war with the second strongest alliance on our server my alliance is the 4th strongest I want to show them the difference between free to play and big spenders
@@Crazy_gizmo Do the whales in the alliance you play against mostly use ranged attacks?
You mentioned that troops attack the highest tier layers first. Seems like that would mean that lower tier layers don't really do anything to protect higher tier troops. Am I missing something?
If you have 13 tiers layered.. T 13 will take hit first, and they done. They will not participate. However, he explained that lower layers 1-12 would be fighting multiple times till one of the participants will have no troops to participate. Killed, wounded etc.. more success if you put 40% of t13, 50% of t12, t11 down to t1 remaining 10%.. My numbers is just an example... this way same amount of troops, and less power however, makes more damage.
Simply thank you
Great job! keep doing!
P.S. The "First attacking troop" table is not really clear (for me)...
Sorry about that. The best way to look at it is ranged and siege will always hit the enemy first regardless of if they are defenders or attackers. If ground will attack each other, the defending ground unit will attack first. I hope that clarifies it
Wheres the 'Evony TKR Game Mechanics Theory Discussion' chat? I'd like to read up on it
discord.gg/arAF3eKs
Come join us you will see mechanics I discover before my videos come out.
@@DerrickDefies Can you post a new invite link?
I know you're getting a lot of questions and it's already a lot to cover. I'm just in a bit of a pickle. As everyone knows everyone is building a t1 mounted keep defense. Well when I first heard of the t1+flat refine defense the person explaining advised siege attack refines and ground or mounted HP and defense refines. Figured I'm already working a siege ground defense so that's how I would refine. Now curious if I fudged up
You didn't mess up, but I will explain the defense in a future video. I personally am running mostly flat refines for attack on mounted rather than defensive/HP ones, but that's not always the best strategy.
What do you mean by defensive layers - you mentioned this at the end of your video. Did you mean they are reinforcing your city or they joined the rallyV
Attacking layers are the main force doing the damage in a battle (archers with a ranged general) defensive layers are layers that are just used to slow the enemy down from attacking your main force. You add mounted to your march to bait enemy's archers to attack them rather than your main force.
Great insights. thank you!
I love that you changed the battery in the middle of the video lmfao very personal touch 🤣🤣🤣
Hello derrik great video please explain to me i have a report that show the attacker t12 ranged with 1100000 troops killed all my 25 milion t1 siege troops while his t14 with 900000 troops just took damage and only killed 40000 troops and also his t13 troops with 1 m troops killed just 12500 troops I thought only his t14 will wipe out the t1 siege but it is the opposite
Can't agree with you more. The mechanics of wounded/deserter/souls/dead are another issues.
The black box "Battle" produces killed troops, which are then passed to another black box "Wounded" to categorize them.
The battle mechanics are applicable to all scenarios including battlefields, SvS, against barbarians, against npc sub city.
In simpler scenarios like battlefields, the killed all become wounded.
When against npc subcity, the killed all become dead.
In SvS, the killed are sent to the hospital until full, and the rest dead.
When against barbarians, the killed are all wounded if the hospital is available and caps them according to the the hunting death rate.
A general is determined dead if all troops are killed in the "Battle" phase, regardless of any saved in the "Wounded" phase.
In a normal scenario, i.e. deserter/souls scenario,
it is much more complicated and I cannot figure out it yet.
Can I move in i know how to cook
Only if you don't mind constant beeping.
@@DerrickDefies I'll even make the noise anytime you walk backwards
Great stuff, keep going🤩
Why do you alternate in your first attacker matrix between attacker and defender? That seems unlikely. Other games have either or. If this is really what you observe, then I bet there is an underlying rule/s which have this as an indirect consequence instead of a direct implementation. What do you think?
One of the difficulties to understand in Evony has been which side moves/attacks first. It is believed that the Defender will make the first move. The reason an attacker would go hit first (range for example) is because the defender wasn't in range to hit the attacking troop on their turn and moves forward. Then on the attacking troops turn, they move and are in range to hit the defenders.
This is something I need to do more testing to get all the numbers right, but as soon as I am sure about the information, I will share it on here.
@@DerrickDefies The assumption I have always understood, is that both sides move/attack at the same time, each turn. Is it definitive that this is not true?
@@jamesroberts3694 pretty sure they don't attack at the same time. Because if it was true wounded and counter attack from wounded won't add up as per the simularor. As they would be attacking at same time, they would be attacking same number of troops. But in the simulator it can be seen that someone attacks first, the other player gets its troops reduced and then they attack.
Especially you can verify this with mounted vs ranged something like this.
As for movement, even I am trying to figure out how they move. I tried few combinations of program is
1. Either move or attack - didn't work out
2. Move if possible and then attack if possible - didn't work out
3. Attack if possible and then move if possible - didn't work out 😅
But I did these tests in isolation before Derrick released this simulator. I will run more tests to see if I can find this information. If that information is found, the game play of everyone in Evony will change drastically
@@jamesroberts3694 troops definitely dont attack at the same time. Go to 9:51 in the video. We see that when 68 ranged fight 19 ranged, the 68 ranged all survived. If troops attack at the same time, then the 68 troops should have received 5 wounded
@@DerrickDefies Hi Derrick, from what I have seen you in your formulae and battle reports in Evony, archers always get 2 turn without counter damage advantage against mounted. If it is assumed that Evony is doing any kind of troop movements, then archers won't have a 2 turn advantage. Because archer range = 500, and mounted speed = 600, so no matter what after getting the first hit, the mounted will close the gap on archers and the 2nd attack on mounted by archers should have counter damage(which is not happening as per real battle reports and battle simulator).
I am guessing Evony either calculates turns needed at the start of the battle based on some formula, OR evony allows units to move past each other(which in my opinion is bizarre programming) and then reset distance to 0.
Just wanted to share these findings, in case you find them useful and informative for when you do your research on the first turn and movement per turns videos :)
Defensive layer , what troop type and how many is usually recommended? Keep amazing work, I'm sharing your video to my alliance.
Great content! The concept of counterattacking has really helped me better interpret battle reports, so thank you for that. I do have a question that I hope you can answer: reviewing undead battle reports, do you have an idea why mid tier ground like t6s and t8s would kill some t13 mounted but t9 through t12 ground would have zero kills and zero wounded? Don’t the upper tiers attack before the lower tiers?
Undead work the same.. after walls and traps, highest tier will be hit. Then will go down and follow counter. What you need, is clear indication to build more troops below that didn't get wounded.. Similar to t1 trap that many players using this days to protect themselves..
Can I get a copy of your spreadsheet. :)
awesome work bud!!!
Ps I would love a stream, I would share with multiple alliances.
So, I tested your theory out with reinforcements, I had 10 of my friends reinforce me with 1000 of each troop and tier, with me being a 1B+ K35, yet I was easily wiped out by a solo ground march from a K38, am I missing something? Because this little experiment cost me 6K sources of life 😵💫
I would have to see the report to tell you what happened. You still need a way to defeat the Ground units. send me a friend request in game "DerrickDefies". My next video will cover defenses and should clear up any questions you have.
That's awesome, thank you for the info, I have a question. What tiers do flat stats refines effect? Are all tiers effected by flat stats refines on gear? Or just t11s and lower?
Flats effect all tiers, they are just less effective than % on high tiers.
There is a streamer who has a spreadsheet on the flats and percentage gear refines, I believe it's Miser but I can't be certain.
Thak you
@@kingface6417 dragon flats are smaller than gear flats just a heads up!!
Awesome. Any chance of you sharing that sweet sweet spreadsheet?
You can find it in my description. You will need to save your own copy of it. I hope that helps!
Can I get a copy of your ‘Simple Evony Battle Simulator’?
Its in my description. You need to save your own copy
Hi it is very good is it possible to share the excel sheet to me
So I don’t want my siege attacking mounted cuz the mounted tiers will magically teleport close to my siege and slap them back then return to their original fight? 😂
Damn
Cmon man get to the good stuff how do you kill t-1 trap
Im worried about you Derrick?! Did they get to you? Blink twice if Evony has threatened you
Haha, I am still alive. I am just doing some tested on some new mechanics I found. I plan on uploading several videos in the next week.
Well done brother 👏 👍 🙌
Freaking awesome
Hey, great video! What are things I’ve noticed on attacking with the ground it clears other ground before it moves onto anything else. Do you know why that is?
Ground units start in the front of the battle (see my part 1) When ground attacks, they are only in range of ground units. This is why they will be involved with many battles in the beginning with the vanguard units before working towards range and siege.
😂🤣😂🤣 I can't wait you and that bathroom
layers for presets on pvp and defence please. awesome content :)
Hi Derrick, awesome work!
I was wondering how rally mechanics for monsters work?
Lets say I want to attack a B12.
With 600K T12 I can kill it but suffers 10k wounds
my teammate can attack it with 700k T12 but suffers 4k wounds.
When we attack it together (I join my teammates rally), I get 5k wounds, and he gets 2k wounds.
In another scenario we try to attack a Lava Turtle3:
I get 4k Wounds, my teammate gets 1600 wounds.
when rallying together, I get 0 wounds and my teammate still gets 1600 wounds...
I speculate that the mechanic is something like first the monster take a turn on the rally leader, then it takes a turn against me, then it goes back to the rally leader and so forth - can that be true?
Would there be any way to pool multiple armies for a 0 wound hit on a monster then? (I can think of any)
I have done some testing on monsters. So far the most accurate information I have found on the web is from evonyguidewiki.com/en/monster-battle-mechanics-en/
However, now that I have uncovered the battle mechanics formula, I can figure out what the attack/defense/HP are of each individual monster and determine the exact troops required to defeat each one. This would greatly help in understanding the rally mechanics on it. I may do this for another video, but anything I say right now is mostly theory from observation. I don't have real numbers.
@@DerrickDefies thanks for the answer. I read the article but couldnt find conclusive evidence/theory on monster rallies.
If u were to conduct such experiments it would be greatly appreciated.
Scenario in your first case :
1. You attack the monster
2. Monster attack you (5k wounds)
3. You attack the monster
4. Monster attack you (+5k wounds)
5. You attack the monster and killed it.
Scenario in your 2nd case
1. Your friend attack the monster
2. Monster attack your friend (2k wounds)
3. You attack the monster
4. Monster attack you (5k wounds)
5. Your friend attack monster and killed it
Scenario for your third case :
1. Your friend attack the monster
2. Monster attack your friend (1600 wounds)
3. You attack the monster and killed it
Great videos!
Thank you.
Maybe there was a fire and his house burned down? 🧐
It seems like evony doesn't have 5000 players to reach the 5000 subscribers . 2k plus the rest are alts. Come on Derrick Post a new video we all waiting...
I think that's a good thing. The 5000 sub mark is where I will teach players how to cheat in evony. As I will probably get banned after revealing it.
12:56
i get that joke xD
That's a big castle you live in.
Its a K35
@@DerrickDefies I was speaking of your house 😆 smoke alarm is so high up one can only imagine what castle you live in with rooms so tall and big..
@@wattsofwisdom3636 Evony players can afford real castles if they don't buy packs. ;)
Not understand word 😒🤔
you master excel
Sell your house and buy a small one. Your house is way to big for you😄😄 keep going with your videos
As long as it has shorter ceilings