Luck Modifier: Difference between revisions
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When a game is created, members have the option to control how much that luck will affect the game. They can pick an amount from 0% to 100%. | When a game is created, members have the option to control how much that luck will affect the game. They can pick an amount from 0% to 100%. | ||
=Details= | ==Details== | ||
To understand the details of how the luck percentage affects combat, it is assumed you first understand the [[combat basics]]. | To understand the details of how the luck percentage affects combat, it is assumed you first understand the [[combat basics]]. | ||
When an attack happens, WarLight calculates the "expected" number of armies that should get killed, assuming an average roll. The attack is also randomed as normal and these two numbers are interpolated based on the luck percentage. | When an attack happens, WarLight calculates the "expected" number of armies that should get killed, assuming an average roll. The attack is also randomed as normal and these two numbers are interpolated based on the luck percentage. | ||
=Example= | ==Example== | ||
If a player attacks with 100 armies, it is expected that it will kill 60 of the defending armies, but let's assume the random number generator determined that only 54 would get killed. | If a player attacks with 100 armies, it is expected that it will kill 60 of the defending armies, but let's assume the random number generator determined that only 54 would get killed. | ||
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In a game with a luck percentage of 100%, WarLight will simply use the 54. However, in a game where the luck percentage had been reduced to 50%, WarLight would take the average of these numbers and would use 57 instead. If the luck percentage were 0%, WarLight would simply ignore the random and use the 60 every single time. | In a game with a luck percentage of 100%, WarLight will simply use the 54. However, in a game where the luck percentage had been reduced to 50%, WarLight would take the average of these numbers and would use 57 instead. If the luck percentage were 0%, WarLight would simply ignore the random and use the 60 every single time. | ||
=Remainders= | ==Remainders== | ||
In the event that the calculations do not come out evenly, the remainders will be randomed. For example, if the formula determines that 12.8 armies should be killed, there is a 80% chance that the result will be rounded up to 13 and a 20% chance that the result will be rounded down to 12. For this reason, luck can never be totally removed from WarLight, but since it's only one army it's not too significant. | In the event that the calculations do not come out evenly, the remainders will be randomed. For example, if the formula determines that 12.8 armies should be killed, there is a 80% chance that the result will be rounded up to 13 and a 20% chance that the result will be rounded down to 12. For this reason, luck can never be totally removed from WarLight, but since it's only one army it's not too significant. | ||
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Randoming remainders is important to WarLight since it prevents players from exploiting the system. If results were rounded instead, it would make micromanagement of your armies very beneficial which reduces the overall fun of the game. For example, it would be a waste to attack with 3 armies since it would have the same effect as attacking with 2 except it puts an additional army of yours at risk and takes that army away from other benefit. By randoming remainders, this makes every army beneficial and removes the need to micromanage. | Randoming remainders is important to WarLight since it prevents players from exploiting the system. If results were rounded instead, it would make micromanagement of your armies very beneficial which reduces the overall fun of the game. For example, it would be a waste to attack with 3 armies since it would have the same effect as attacking with 2 except it puts an additional army of yours at risk and takes that army away from other benefit. By randoming remainders, this makes every army beneficial and removes the need to micromanage. | ||
=Members= | ==Members== | ||
WarLight [[members]] may use any luck percentage in the games they create, however games created by non-members always have a 75% luck percentage unless they use a [[built-in template]]. [http://warlight.net/Membership.aspx Learn more about membership]. | WarLight [[members]] may use any luck percentage in the games they create, however games created by non-members always have a 75% luck percentage unless they use a [[built-in template]]. [http://warlight.net/Membership.aspx Learn more about membership]. | ||
=See Also= | ==See Also== | ||
* [[Combat Basics]] | * [[Combat Basics]] |
Revision as of 13:54, 28 July 2011
When a game is created, members have the option to control how much that luck will affect the game. They can pick an amount from 0% to 100%.
Details
To understand the details of how the luck percentage affects combat, it is assumed you first understand the combat basics.
When an attack happens, WarLight calculates the "expected" number of armies that should get killed, assuming an average roll. The attack is also randomed as normal and these two numbers are interpolated based on the luck percentage.
Example
If a player attacks with 100 armies, it is expected that it will kill 60 of the defending armies, but let's assume the random number generator determined that only 54 would get killed.
In a game with a luck percentage of 100%, WarLight will simply use the 54. However, in a game where the luck percentage had been reduced to 50%, WarLight would take the average of these numbers and would use 57 instead. If the luck percentage were 0%, WarLight would simply ignore the random and use the 60 every single time.
Remainders
In the event that the calculations do not come out evenly, the remainders will be randomed. For example, if the formula determines that 12.8 armies should be killed, there is a 80% chance that the result will be rounded up to 13 and a 20% chance that the result will be rounded down to 12. For this reason, luck can never be totally removed from WarLight, but since it's only one army it's not too significant.
Randoming remainders is important to WarLight since it prevents players from exploiting the system. If results were rounded instead, it would make micromanagement of your armies very beneficial which reduces the overall fun of the game. For example, it would be a waste to attack with 3 armies since it would have the same effect as attacking with 2 except it puts an additional army of yours at risk and takes that army away from other benefit. By randoming remainders, this makes every army beneficial and removes the need to micromanage.
Members
WarLight members may use any luck percentage in the games they create, however games created by non-members always have a 75% luck percentage unless they use a built-in template. Learn more about membership.