Last updated on May 22nd, 2016 at 02:10 am
We have recently been running quite a bit of testing on no hero targets to attempt to determine the exact debuffs necessary to burn (zero) very large targets in Game of War.
Note : This test was done before lots of new research/VIP/buildings/money spent. To see the updated numbers, check out our Rally Math section to view the stats on no hero, marching hero, and hero in wonder.
That said, there is still a ton of unknown information about the combat algorithm, debuffs, and the amounts of each you need. So we ran tests to attempt to hammer them out some.
The setup for the test :
Attacker is using a custom core set, ungemmed, that has base stats of :
3200 Attack (Cavalry+Troop)
495 Defense Debuff
400 Health Debuff
330 Ranged Defense Debuff
100 Ranged Health Debuff
The rest of the stats for the attacker are somewhat superfluous – they don’t matter for the purpose of this test.
Defender is 12b, 300m T2/3/4 mixed troops. He sent his hero to the attacker to minimize his stats for exact testing.
Defender stats with no hero :
262 Ranged Defense
60 Ranged Health
Attacker sends 500k cataphracts for every hit. After every attack, the defender would rebuild the exact troops lost in the previous hit. This way the attacker was attacking into the exact same stats and troops on each hit.
First hit – Attacker added no gems or boosts. Went in with the base stats on the cores. Result was a massive defeat, 3498 troops killed.
Learned from first hit :
Don’t attack large troop count targets if you don’t zero their defense. This was not a surprise.
Second hit – Attacker added defense debuff to 520. Other stats the same. Result was a massive defeat, 4350 troops killed.
Learned from second hit :
Troop defense debuff resist is not a flat addition to the defense. If it were, passing 519 defense (499+20 TDDR) should have resulted in a burn, or a much closer spread.
Third hit – Attacker added TDD to get to 625. Other stats the same. This number was chosen because with 20% TDDR, it will remove 125 Defense Debuff from 625. Leaving us with 500 Defense Debuff, which zeros the 499 on the Defender. Result was a burn, 691453 troops killed.
Learned from third hit :
Troop Defense Debuff resist is actually a multiplier on the attacker’s gear.
At this point, we have defense debuff zeroed definitively. But if debuff resists are multipliers, we don’t have health zeroed.
Fourth hit – Attacker added HDB to get to 450. Other stats remain the same (625 def debuff from here on out). 450 was chosen because with 20% health debuff resist, it will remove 90 health debuff, which zeros the 358 on the defender. Result was a burn, 876,608 troops killed.
Learned from fourth hit :
Troop Health debuff resist is also a multiplier. And stacking health debuff to the point that it is zeroed will increase attack power greatly.
We now have nailed down the exact stats needed to zero the defender’s defense and health. So from here, we OVER DEBUFFED the defender’s stats through the usage of boosts. This was intended to see if you can take debuffs below zero – and if so, what is the relative value in doing so.
Fifth hit – Attacker leaves the gemming in the set the same – 625 def debuff, 450 health debuff to zero both of those stats on the defender. Attacker pops a 125% Defense Debuff boost to over debuff the defender’s defense. Result was a bigger win, with 904,530 troops killed.
Learned from fifth hit :
Troop Defense Debuff can be taken negative, and it will result in more kills.
Sixth hit – Attacker leaves everything the same, and pops a 125% health debuff boost (replacing def debuff boost from before) to over debuff the defender’s health. Result was a bigger win, with 918,575 troops killed.
Learned from sixth hit :
Troop health debuff can be taken negative, and it will result in more kills. Additionally, negative health debuff is more valuable than negative defense debuff.
Seventh hit – Attacker leaves everything the same, lets health debuff boost drop, and pops a 125% attack boost. We are now perfectly zeroing all the stats with minimal over debuffing. Result was a bigger win, with 1,172,308 troops killed.
Learned from seventh hit :
Troop attack yields much higher returns than over debuffing either defense or health.
To sum it all up :
Over debuffing works. It results in more kills. However, troop attack will always yield a better result than over debuffing. It appears as if Troop Defense Debuff and Troop Health Debuff are both incredibly valuable (and absolutely necessary) stats up to the point the defender’s stats are zeroed. At that point, there is a steep decline in their value – with troop attack being by far the way to go.