Specifically, please look at what happens with actual damage for
different combinations of opponents and modifiers.  Arguing from a few
IRC discussions is not likely to yield good results, IMHO -- damage
calculations generate lots of hot air (the forums have several hundred
postings on this topic, many with reasonable sounding arguments), but
difficult to get right in practice.  Generating some damage tables and
checking that they give desirable results is likely to be more productive
in this case than throwing something at the wall to see what sticks.
I agree with you regarding the pertinence of having
some solid data to back up one's assertion. The latest
version of 'dr' I've found is 1.17. It does not seem
to be compatible with 1.1.2 units files anymore. Am I
correct when I assume that 1.17 is the latest version?

I have read the discussion about the RATE system and
understand why so many people feel that changes to
the additive multipliers will unbalance the game. One
problematic case seem to be 0.75 * 1.25 == 0.9375. Also,
1.25 * 1.25 = 1.5625 (which does seem close enough
to 1.5 though).

Taking into what Sapient said about CMULs being the same
as FMULs, the formula compatible with Xan's changes become
damage = (((base_damage || SET) + ADD_1 + ADD_2)
* MUL_1 * MUL_2 * (1.0 + ToD + Leadership))
This is (much) simpler than my previous version (phew!) and
the user can understand it eventually. Yet it is still more
complex than an all-multiplicative solution.

I realize that there is a strong opposition to changing
the damage computations for fear of breaking the units &
campaigns balance. As Ott, Soliton, Xan and others pointed
out, any change to the algorithm should be validated with
real data showing the consequences of this change. Ott's
'dr' script seem to be the best solution we have so far
to provide this data. I can try to put it up to date if
1.17 really is the latest version... That way we can
test proposals such as Darth Fool's suggestion.


About this argument:
> The algorithm is already complex enough that the
> argument of saving time by calculating them in your
> head seems a little unrealistic; after all, the computer
> calculated answers are shown to you anyways.

That's not always the case. The computer calculated
answers are not available when you plan an attack in
a hypothetical situation. Some (most?) people could care
less about the actual damage value; they use a rough
estimate. However, for some serious MP players, getting
the real damage value *is* important to answer questions
such as "if I move my leader there, can my opponent actually
kill it by using this and that unit at night with leadership?".
In this case, an algorithm which is easy to understand & to
compute by hand is a real benefit.


Laurent Birtz -- a serious MP player :)



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