Marius123

01-20-2012, 09:41 AM

There seem to be a lot of complaints on this forum about casualty loss rates. I think most of you guys have it wrong in your thinking about the way the game mechanics work, hence your frustration. Here’s my guess:

Whenever you fight a battle, every unit you bring with you has a percentage chance of dying, mostly INDEPENDENT of level, whether you win or lose the fight, and the total atk/def strength.

For instance, if I have 2 allies I will bring 8 units to a fight. When I click on the “attack” button, each of those units will randomly roll to see whether or not they die. The chance of death comes from the casualty rating (i.e. a “high” rating might mean a 5% chance of death per attack, while a “low” rating might mean a 0.25% chance of death) and has nothing to do with how badly I win or lose. If, instead, I have 200 allies I will bring 800 units to a fight. Each of those units will randomly roll. Obviously, 800 rolls vs. 8 rolls means a much higher casualty rate. Also, it appears the percentages are tweaked depending on whether you are attacking, raiding, or defending. Raiding and defending have a much lower chance of death than attacking

What are the implications?

1. While ultimately, the casualty rate is random, the more units you bring to a fight the more casualties you will have.

2. The more units of a specific type you bring, the greater chance that unit type has a casualty.

3. It (probably) does not matter if my total atk strength is 1400, and his def is 40, I lose units based off of their chance of dying in a fight, not the result of that fight.

4. It is not necessarily good to have a bunch of allies. You will be able to bring more units to a fight (and, therefore, have a higher atk strength) but you will have a MUCH higher casualty rate. (I initially loaded up on allies, but was getting frustrated at the number of casualties. To test my theory, I dumped almost all of my allies, and guess what happened… my casualty rate plummeted.)

I would love to hear feedback on this post

Whenever you fight a battle, every unit you bring with you has a percentage chance of dying, mostly INDEPENDENT of level, whether you win or lose the fight, and the total atk/def strength.

For instance, if I have 2 allies I will bring 8 units to a fight. When I click on the “attack” button, each of those units will randomly roll to see whether or not they die. The chance of death comes from the casualty rating (i.e. a “high” rating might mean a 5% chance of death per attack, while a “low” rating might mean a 0.25% chance of death) and has nothing to do with how badly I win or lose. If, instead, I have 200 allies I will bring 800 units to a fight. Each of those units will randomly roll. Obviously, 800 rolls vs. 8 rolls means a much higher casualty rate. Also, it appears the percentages are tweaked depending on whether you are attacking, raiding, or defending. Raiding and defending have a much lower chance of death than attacking

What are the implications?

1. While ultimately, the casualty rate is random, the more units you bring to a fight the more casualties you will have.

2. The more units of a specific type you bring, the greater chance that unit type has a casualty.

3. It (probably) does not matter if my total atk strength is 1400, and his def is 40, I lose units based off of their chance of dying in a fight, not the result of that fight.

4. It is not necessarily good to have a bunch of allies. You will be able to bring more units to a fight (and, therefore, have a higher atk strength) but you will have a MUCH higher casualty rate. (I initially loaded up on allies, but was getting frustrated at the number of casualties. To test my theory, I dumped almost all of my allies, and guess what happened… my casualty rate plummeted.)

I would love to hear feedback on this post