How to Calculate The Battle Rounds
2 key points in a battle are:
- Longest range troop will set the starting range in a battle
- One unit can either advance or attack in 1 round, can't do both at the same time.
The explanation here is WITHOUT SIEGE WALL. If siege wall present, there is a slight different in battle rounds calculation. [A special thanks to former noob from KOC official forum]
1. All battle start from Pre-battle round. If your opponent has traps/ caltrops/ spike/ treb, those units will pick on your troops first before the battle start.
2. Next round, longest range troops will set the starting range for the battle. The rest of the troops will proceed in the order of their combat speed.
3. Second round, longest range troop will keep attacking. The rest of the troops will perform a range check to see if there is any target within their range. There is a glitch in the range check system, more details about the glitch can be found HERE.
4. If the troops are still not having any target within their range, they will then advance a distance equivalent to their combat speed again.
5. If they have any target within their range, then they will attack. If less then a certain amount of troops (believed to be about 10%) are needed to kill the opponent troops with in the range check the troops will also advance as well as attacking the troops [to be confirmed].
6. The order of selecting target depends on troop type. Horsed and Infantry will attack the unit that has advance the furthest distance or in the first round based on combat speed while Ranged, Balz and Catz will follow a target priority list: Siege Wall, WMC (Wall Mounted Crossbows), Catapult, Ballista, Archer, Flame Archer, Scout, Cavalry, Heavy Cavalry, Pikeman, Militiaman, Sword, Ram, Executioner, Bloodthorn.
7. Now is the most interesting part in battle: how many of your troops can survive every round and how many of your enemy troops you can kill per round. It is actually very simple.
Step 1:
Check the damage that your troops did to your opponent and also the damage that they received from your
opponent.
Damage = Your troop attack - Enemy troop defense, (or vice versa)
*minimum damage is 1.
So if your enemy defense is higher than your attack, then each of your troops can only give them 1 damage 1 point.
Step 2:
Here is where life come into play. How many hits you need to kill ONE of your enemy troop depends on their life.
# hits to kill = Life/Damage
*Rounded up to the nearest whole number
Step 3:
Now you know how many hits you need to kill ONE of your enemy troop. Next thing you need to find how many hits your troops can make in 1 round.
# hits = Your troops count*Accuracy
*Rounded down to nearest whole number, no partial hits
Accuracy list can be found above.
Step 4:
Final step in battle round, how many of your opponent troops you can kill in 1 round.
# of troops killed = # hits / # hits to kill
*no rounding, decreases to life carry over round to round
Once you have master this, you can see how Siege Wall work in HERE. It involves much complicated theories, and we have yet fully understood it too.
- Longest range troop will set the starting range in a battle
- One unit can either advance or attack in 1 round, can't do both at the same time.
The explanation here is WITHOUT SIEGE WALL. If siege wall present, there is a slight different in battle rounds calculation. [A special thanks to former noob from KOC official forum]
1. All battle start from Pre-battle round. If your opponent has traps/ caltrops/ spike/ treb, those units will pick on your troops first before the battle start.
2. Next round, longest range troops will set the starting range for the battle. The rest of the troops will proceed in the order of their combat speed.
3. Second round, longest range troop will keep attacking. The rest of the troops will perform a range check to see if there is any target within their range. There is a glitch in the range check system, more details about the glitch can be found HERE.
4. If the troops are still not having any target within their range, they will then advance a distance equivalent to their combat speed again.
5. If they have any target within their range, then they will attack. If less then a certain amount of troops (believed to be about 10%) are needed to kill the opponent troops with in the range check the troops will also advance as well as attacking the troops [to be confirmed].
6. The order of selecting target depends on troop type. Horsed and Infantry will attack the unit that has advance the furthest distance or in the first round based on combat speed while Ranged, Balz and Catz will follow a target priority list: Siege Wall, WMC (Wall Mounted Crossbows), Catapult, Ballista, Archer, Flame Archer, Scout, Cavalry, Heavy Cavalry, Pikeman, Militiaman, Sword, Ram, Executioner, Bloodthorn.
7. Now is the most interesting part in battle: how many of your troops can survive every round and how many of your enemy troops you can kill per round. It is actually very simple.
Step 1:
Check the damage that your troops did to your opponent and also the damage that they received from your
opponent.
Damage = Your troop attack - Enemy troop defense, (or vice versa)
*minimum damage is 1.
So if your enemy defense is higher than your attack, then each of your troops can only give them 1 damage 1 point.
Step 2:
Here is where life come into play. How many hits you need to kill ONE of your enemy troop depends on their life.
# hits to kill = Life/Damage
*Rounded up to the nearest whole number
Step 3:
Now you know how many hits you need to kill ONE of your enemy troop. Next thing you need to find how many hits your troops can make in 1 round.
# hits = Your troops count*Accuracy
*Rounded down to nearest whole number, no partial hits
Accuracy list can be found above.
Step 4:
Final step in battle round, how many of your opponent troops you can kill in 1 round.
# of troops killed = # hits / # hits to kill
*no rounding, decreases to life carry over round to round
Once you have master this, you can see how Siege Wall work in HERE. It involves much complicated theories, and we have yet fully understood it too.