top of page

Advanced PvP Mechanics

kurtkork

This post discusses some advanced PvP mechanics. Everything presented here should be taken as general input to help you to better understand and evolve your skills. All credit in this article goes to all the hard work Derrick Defies have done in order to decipher these mechanics. I highly advice you to check out his YouTube channel where he have multiple videos explaining more in detail.


Battle Mechanics General


Definitions

Troop Groups are multiples tiers of the same Troop Type (Ground, Ranged, Mounted & Siege) that start the battle moving and attacking together.

The correct troop range plus any applicable bonus is referred to as Actual Range (also differentiating from Published Range, which is often wrong).

The correct troop speed is referred to as Actual Speed (differentiating from Published Speed, which is often wrong).

Troop Groups can move and attack in the same turn if needed. So, Actual Range plus Actual Speed is referred to as Effective Range.


All-Troop In-Battle Functionality Rules

Troop Groups will move only if no enemy troops are within their Actual Range. Once engaging enemy troops, Troop Groups will remain in the same location attacking the highest priority troop within their Actual Range until all of that enemy troop type is dead OR a higher priority troop enters their Effective Range. On the other hand, if no enemy troops are within the Actual Range after moving, then the Troop Group will not attack, and will wait there (only defending) until its next turn.


General Battle Mechanics

  • battle field size is fixed.

  • traps have priorities, but will target anything

    • no troop actually acts differently. All attack top down, by attack value, not tier. Flat refines in particular can mess up the tiering versus attack value

  • counter attack is when the wounded in a layer attack troops in range

  • walls do little to nothing

  • with rally or reinforcement, count each as a separate layer of the same overall even if the same tier/type

  • Derrick Defies claims debuffs are not cumulative across the rally/reinforcement. Still debated whether or not debbufs are applied by highest debuff available or if everyone fights with their own debuffs.

  • Everyone fights with their own buffs

  • mixed marches in general work best against weaker opponents (and oddly barbs)

  • for attacking marches

  • relatively small layers below your attacking layer

  • due to range siege attacks

    • low tier siege attacks ground first

    • mid tier attack range and t1-t4 siege first

    • T11 will attack t4 and then high tier first because t4 has to move closer so it is in range first, and is the top of the lowest range tier.


Damage = NA(k) * A/(A+D)

N = number of troops in layer A = Attack D = Defense k = troop modifier

Damage/(Enemy HP) = kills

round down

troop priority

| att/def | Siege | Ranged | Mounted | Ground | | Siege | 1 | 2 | 4 | 3 | | Range | 4 | 2 | 1 | 3 | | Mounted | 3 | 4 | 2 | 1 | | Ground | 4 | 3 | 2 | 1 |


Priorities are based on what is in range in the given turn


Troop modifiers


attacker defender modifier

Siege Siege 0.5

Siege Ground 0.3

Siege Range 0.4

Siege Mounted 0.347

Ranged Siege 1.105

Ranged Ground 0.67

Ranged Range 1

Ranged Mounted 1.2

Mounted Siege 0.93333

Mounted Ground 1.2

Mounted Range 0.804

Mounted Mounted 1

Ground Siege 1.1

Ground Ground 1

Ground Range 1

Ground Mounted 0.7


Siege In-Battle Mechanics

Unlike the other three (3) Troop Types (which have one (1) Troop Group that moves and attacks together during the beginning of the battle), there are six (6) different Siege Range/Speed Troop Groups that can function independently and thus do different things from the start of the battle.


Siege Troop Priorities

Siege Troops are thought to prioritize Enemy Troops in the following order (with Damage Bonuses/Penalties in Parentheses):


Theoretical Priority

T-1 to T-10

Siege (-50%)

Ranged (-60%)

Ground (-65%)

Mounted (-70%)


T-11 to T-16

Siege (-40%)

Ranged (-60%)

Ground (-65%)

Mounted (-70%)


Actual Attack Order

Because of the six (6) Siege Troop Groups, figuring out where each group is located on the battlefield during a particular turn can be very complex. Because of this, trying to generalize a typical scenario for Siege Group attacking order is extraordinarily difficult.But the general concept is that Siege Troops stay back behind their own Mounted, Ground, and Ranged Troops while attacking the enemy Siege and Ranged Troops. Since they are out of the Effective Range of the enemy Mounted and Ground, the enemy Mounted and Ground will only advance once all their own Mounted and Ground Troops are dead.


Siege (In-Battle) Movement Speed & Range Stats

Tier Published Speed Actual Speed:

T1-T14 75 units/turn 75 units/turn

T15-T16 76 units/turn 76 units/turn


Tier Published Range Actual Range:

T1-T4 1400 units 900 units

T5-T8 1556 units 1000 units

T9-T10 1711 units 1100 units

T11-T12 1867 units 1200 units

T13-T14 2178 units 1400 units (w/ 75 Speed)

T15-T16 2178 units 1400 units (w/ 76 Speed)


Skill Book Published Range Bonus Actual Range Bonus

Level 1 +50 units +5 units

Level 2 +100 units +10 units

Level 3 +150 units +15 units

Level 4 +200 units +20 units


Gear Items with +% Siege Range Bonuses (like the Heian Braces +15%) seem to be accurate when applied to the Actual Ranges.


Tier Range +10% Bonus Range +15% Bonus Range +15% & L4 SB

T1-T4 990 units 1035 units 1055 units

T5-T8 1100 units 1150 units 1170 units

T9-T10 1210 units 1265 units 1285 units

T11-T12 1320 units 1380 units 1400 units

T13-T14 1540 units 1610 units 1630 units

T15-T16 1540 units 1610 units 1630 units


Once Actual Siege Range exceeds 1500 units, the top tier of Attacking Siege will target the enemy keep's Archer Tower instead of attacking the enemy's top tier of Siege Troops in the first turn. Additionally, "killing" the Archer Tower doesn't stop it from attacking during the remainder of the battle.


Maximum Effective Range (MER)

Maximum Effective Range is Actual Speed + Actual Range + Bonus(es).


Siege T1-T4 MER = 75 + 900 + 135 + 20 = 1130 units

Siege T5-T8 MER = 75 + 1000 + 150 + 20 = 1245 units

Siege T9-T10 MER = 75 + 1100 + 165 + 20 = 1360 units

Siege T11-T12 MER = 75 + 1200 + 180 + 20 = 1475 units

Siege T13-T14 MER = 75 + 1400 + 210 + 20 = 1705 units

Siege T15-T16 MER = 76 + 1400 + 210 + 20 = 1706 units


Ranged In-Battle Mechanics

Ranged Troops only have one (1) Troop Group, meaning all tiers move and attack together at the beginning of the battle. It may be possible for a Troop Group to separate later in the battle given specific scenarios.


Ranged Troop Priorities

Ranged Troops prioritize Enemy Troops in the following order (with Damage Bonuses/Penalties in Parentheses):


Theoretical Priority

Mounted (+20%)

Ranged (+0%)

Ground (-20%)

Siege [T-1 to T16] (+10%)


Actual Attack Order

However, because of speed, range and positioning dynamics on the battlefield, Ranged Troops are thought to attack Enemy Troops in the following order (with Damage Bonuses/Penalties in Parentheses):


Mounted (+20%) - Until all are dead, then move on to Ground

Ground (-20%) - Until all are dead, then move on to Ranged

Ranged (+0%) - Until all are dead, then move on to Siege

Siege [T-1 to T16] (+10%) - Until all are dead


Essentially, Ranged Troops stay back behind their own Mounted and Ground Troops while attacking the enemy Mounted and Ground Troops. Since they are out of the Effective Range of the enemy Mounted and Ground, the enemy Mounted and Ground will only advance once all their own Mounted and Ground Troops are dead.


Ranged (In-Battle) Movement Speed & Range Stats


Tier Published Speed Actual Speed

T1-T16 100 units/turn 100 units/turn


Tier Published Range Actual Range

T1-T16 500 units 500 units


Skill Book Published Range Increase Actual Range Increase

Level 1 +25 units +20 units

Level 2 +50 units +40 units

Level 3 +75 units +60 units

Level 4 +100 units +80 units


Maximum Effective Range (MER)

Maximum Effective Range is Speed + Range + Bonus(es).

Ranged MER = 100 + 500 + 80 = 680 units.


Ground In-Battle Mechanics

Ground Troops only have one (1) Troop Group, meaning all tiers move and attack together at the beginning of the battle. It may be possible for a Troop Group to separate later in the battle, given specific circumstances.


Ground (In-Battle) Movement Speed & Range


Speed

Tier Published Speed Actual Range

T1-T16 350 units/turn 350 units/turn


Range

Tier Published Range Actual Range

T1-T16 50 units 50 units


Bonuses

Skill Book Published Speed Increase Actual Speed Increase

Level 1 +5% +0%

Level 2 +10% +0%

Level 3 +15% +0%

Level 4 +20% +0%


Maximum Effective Range (MER)

Maximum Effective Range is Speed + Range + Bonus(es).

Ground MER = 350 + 50 + 0 = 400 units.


Ground Troop Priorities

Ground Troops prioritize Enemy Troops in the following order (with Damage Bonuses/Penalties in Parentheses):

Theoretical Priority

Ranged (+20%)

Siege [T-1 to T16] (+10%)

Ground (+0%)

Mounted (-30%)


Actual Attack Order

However, because of speed and range dynamics on the battlefield, Ground Troops are thought to attack Enemy Troops in the following order (with Damage Bonuses/Penalties in Parentheses):


Ground (+0%) - Until all are dead, then move on to Mounted

Mounted (-30%) - Until all are dead, then move on to Ranged

Ranged (+20%) - Until all are dead, then move on to Siege

Siege [T-1 to T16] (+10%) - Until all are dead


Ranged Troops stay back behind their own Mounted and Ground Troops while attacking the enemy Mounted and Ground Troops. Siege Troops stay back behind their own Mounted, Ground and Ranged Troops while attacking the enemy Siege and Ranged Troops. Since Ranged and Siege Troops on booth sides are out of the Effective Range of the enemy Mounted and Ground, the enemy Mounted and Ground will only advance once all the opposing Mounted and Ground Troops are dead.


Mounted In-Battle Mechanics

Mounted Troops only have one (1) Troop Group, meaning all tiers move and attack together at the beginning of the battle. It is possible for a Troop Group to separate later in the battle given specific scenarios.


Mounted Troop Priorities

Mounted Troops prioritize Enemy Troops in the following order (with Damage Bonuses/Penalties in Parentheses):

Theoretical Priority

Ground (+20%)

Mounted (+0%)

Siege [T-1 to T10] (-10%); Siege [T-11 to T16] (+10%)

Ranged (-20%)


Actual Attack Order

However, because of speed and range dynamics on the battlefield, Mounted Troops are thought to attack Enemy Troops in the following order (with Damage Bonuses/Penalties in Parentheses):


Ground (+20%) - Until all are dead, then move on to Mounted

Mounted (+0%) - Until all are dead, then move on to Ranged

Ranged (-20%) - For one (1) turn, then move to Siege

Siege [T-1 to T10] (-10%); Siege [T-11 to T16] (+10%) - Until all are dead, then back to Ranged (if any remain)

Ranged (-20%) - Until all are dead


Essentially, Ranged and Siege Troops stay back behind their own Mounted and Ground Troops while attacking the enemy Mounted and Ground Troops. Since they are out of the effective range of the opponents Mounted and Ground, the enemy Mounted and Ground will only advance once all their own Mounted and Ground Troops are dead.


Mounted (In-Battle) Movement Speed & Range Stats

Tier Published Speed Actual Speed:

T1-T16 600 units/turn 300 units/turn

Tier Published Range Actual Range:

T1-T16 50 units 50 units


Skill Book Published Speed Increase Actual Speed Increase

Level 1 +5% +0%

Level 2 +10% +0%

Level 3 +15% +0%

Level 4 +20% +0%


Maximum Effective Range (MER)

Maximum Effective Range is Speed + Range + Bonus(es).

Mounted MER = 300 + 50 + 0 = 350 units.

24 views0 comments

Recent Posts

See All

Comments


© 2023 by <THE-CZAR>

bottom of page