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The support system uses this calculation as an element to determine how many resources to spend on a support response: (2*recentDamage + enemyStrength) / friendStrength
Because recentDamage also reduces friendStrength, this calculation scales to the maximum value of 2 (meaning send the maximum allowed for this location) excessively quickly. As an example, a garrison might have 400 defence strength, with 100 strength of attackers. After 10 garrison kills (100 strength), the result reaches 1.0, or the minimum response level. The maximum response is reached at only 18 garrison kills, or less than half of the garrison, frequently not long after the minimum response. Hence multiple QRFs or other supports may be sent within a short time. Ideally the maximum response would be reached at closer to 2/3 deaths in this case.
The text was updated successfully, but these errors were encountered:
The support system uses this calculation as an element to determine how many resources to spend on a support response:
(2*recentDamage + enemyStrength) / friendStrength
Because recentDamage also reduces friendStrength, this calculation scales to the maximum value of 2 (meaning send the maximum allowed for this location) excessively quickly. As an example, a garrison might have 400 defence strength, with 100 strength of attackers. After 10 garrison kills (100 strength), the result reaches 1.0, or the minimum response level. The maximum response is reached at only 18 garrison kills, or less than half of the garrison, frequently not long after the minimum response. Hence multiple QRFs or other supports may be sent within a short time. Ideally the maximum response would be reached at closer to 2/3 deaths in this case.
The text was updated successfully, but these errors were encountered: