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J-Roc[LoC]






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The 2:1 Rule
posted on: 6/3/2003 9:55:54 PM

it has been a dsicussion on the messageboards but every time i read a thread it seems like different people are saying different things. could one of the knowledgeable guys whose good at explaining stuff (tim, mickles) give the right explanation so i dont F up bc some newb thought he knew what it was?

thanks guys.
Tim_Myth
*Moderator*
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This message was updated on 6/3/2003 10:59:14 PM by Tim_Myth

The 2:1 Rule
replied on: 6/3/2003 10:57:10 PM

I was a victim of the round 17 2:1 rule. I bought brutes and smashers for OOP. I bought too many brutes and not enough smashers, and I had to release about 200 brutes before I could attack. I used my brute for offense, but I could have suicided myself and used smashers for offense instead, leaving the brutes at home. With the new round 18 2:1 rule, I have to have at least 1 dp at home for every 2op before AND after I attack, or I can't attack. So in my round 17 situation, I still would not have been able to attack, so I would have had to release brutes, and once I was able to attack, I would have only been able to use the brutes to attack, as using the smashers would have made my DP:OP ratio greater than 2:1.

I can't remember exact numbers, but I think I had 300 smashers and 700 brutes OOP last round. That made my OP:DP ratio 4800:2100(2.3333:1). Once I realeased 200 brutes, it dropped to 4100:2100 (1.9524:1). By round 17 rules, I was able to attack at that point and could have sent out smashers on my attack. By round 18 rules my OP:DP ratio after my troops are gone must still be at least 2:1.

Hope that helps. :)

(hehehe...if youcheck the convert smiles box, DP:OP reads very differently. Computers are so stupid.)
J-Roc[LoC]




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The 2:1 Rule
replied on: 6/3/2003 11:11:59 PM

ok i think i have it. u can

a) never have double the OP of ur DP otherwise u cant attk at all

b) can only have twice the OP out on attk as u have DP sitting at home
mickles
mIRC Representative



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The 2:1 Rule
replied on: 6/4/2003 3:17:36 AM

um yea the round 18 change hardly does anything. In fact I am still at a loss as to why he put it in. Basically it keeps you from sending say half your offense out along with half your defense. If you are sending offensive troops out, then its not much of a problem.

Anyway it takes ALL UNITS both the defensive points and the offensive points, as well as forest havens and draftees into account. It takes ALL mods except defensive spells, as they are not considered stable modifiers.

Troll smashers are 7/7 they count BOTH WAYS.

Merfolk kraken you can nearly send alone: they are 4/2 raw, so you need only to meet the mods(probably only prestige)

In that case you would have a 4.04/2 unit,-and you would need .02 defense per unit to send.

The rule really doesnt affect any attackers except for lycs and gnomes on ss, and spec attackers. If your unit isnt x/0 its not a big worry, and you will probably be limited by the 33% defense rule first.
LiveWire




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The 2:1 Rule
replied on: 6/4/2003 6:07:08 AM

ehh... how do they count juggas? 5/3?
mickles
mIRC Representative



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The 2:1 Rule
replied on: 6/4/2003 8:23:25 PM

jup!
Noz13
*Coolest Lady in the World*



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The 2:1 Rule
replied on: 6/8/2003 4:31:53 PM

How exactly does the 2:1 rule work?

I know it is now calced over mod op and mod dp, but there remain some questions.

Do draftees count in your defense? If so, say I have 500 draftees OOP, which enables me to send out, can I then, in the same hour after sending out, train those draftees, or will it consider that "releasing my defense" and not allow me to do that?


ross wrote:
'The 2:1 attacking rule will now enforce that it is met after attacks are sent out. This means that if you attempt to send out units that would cause your at-home ratio to exceed 2:1 modified offense: modified defense, you will not be able to send out those units. The post-attack ratio must be 2:1 or less. '

this new 2:1 rule works like this :
example :
u are playing merfolk and have: 1 200 kraken ,300 levis, 500 draftees oop
- at first add all ur raw op of all ur units.
1 200 * 4 = 4 800 raw op

- lets say u don't have any gn or forge imps, then ur mod op = raw op except for attacking lizzy(5% attack bonus)
4 800 = mod op for all races but lizzy
4 800 * 1,05 = 5 040 mod op vs lizzy

if u have some gn's, forge imps or a spell (like gobbo), u need to add it here

ok, 2:1 rule says, that u need at least 1 point of mod dp at home for 2 points of mod op at home, else u can't attack.
important : ares call/ frenzy and forest havens don't count for this rule

lets calculate for that example above:
4 800 / 2 = 2 400 mod dp needed to attack all races but lizzy
5 040 / 2 = 2 520 mod dp needed to attack lizzy

let's check for raw dp first
kraken : 1 200 * 2 = 2400
levis : 300 * 7 = 2 100
draftees: 500 * 1 = 500
total = 5 000 raw dp

if u have mods like castle walls , gts they would added together and then applied
lets say u don't have any walls or gt's:

5 000 raw dp = 5 000 mod dp.---> u can attack full str

this is an easy example just to make things not too difficult.

Don
Resident n00b


now another example, this time lycanthrope:
u have oop:

800 garous
500 ratmen
175 werew.
500 draftees

add op of all ur units :
garous : 800 * 6 = 4 800
ww : 175 * 3 = 525
total : 5 325 raw op

no gn, no forges, 5% attack bonus vs humans/nomads
5 325 raw op = 5 325 mod op for attacking all races but human/nomad
5 325 * 1,05 = 5 591, 25 mod op vs human/nomad

---> 5 325 / 2 = 2 662,5 mod dp needed to attack all races but hu/nom
--->5 591,25 / 2 = 2 795, 625 mod dp needed to attack hu/nom

raw dp :
ww : 175 * 4 = 700
ratmen : 500 * 3 = 1 500
draftees : 500
total: 2 700 raw dp

no walls or gt's :
2 700 raw dp = 2 700 mod dp.

---> u can attack all races but human nomad
---> u can't attack human/nomad at all
--->if u train ur draftees before u attack, u can't attack at all (without releasing garous )


« Last Edit: Jun 3rd, 2003, 07:31am by Don


one thing don: it doesnt take into account bonuses on certain races. If you can send against anyone, you can send against everyone. For a unit that varies with the target, its always the base value.

Also all modifiers count except defensive spells such as ares call or blizzard or frenzy, as they are unstable modifiers.

mickles

well, forest havens don't count either, i found it in the scribes : ' Independent of that are defensive spells and forest havens (they do not count in the 2:1 calculation) '

ok, now for offense :

- spells like crusade / killing rage count or not ?
- gnome juggs always 5 or depending on target size ?
- troll smasher always 7 or 8 depending on target ?
( same for dwarven warrior )
- general race bonus ( gobbo, we, troll ) count or not ?
- special race bonus (lyc vs hum....a.s.o ) count or not ?

till now, i thought, 2:1 is calculated the moment u press 'invade' : this means to me, that all op-modifiers would count since it depends from 'the target' how much 'op' u are sending. and thats the way i thought it works, maybe i'm wrong on this. ( but since i'm always calc'ing for the 'worst' case, the game would let me at least attack everytime )
« Last Edit: Jun 4th, 2003, 3:34pm by Don

killing range counts as its vs everyone.
Crusade doesnt as its only vs evil.

juggs are always 5, smashers 7, warriors 6 etc etc.

General race bonus, such as 5% op on troll or 5% dp on spud counts, as its vs everyone.

Special race bonuses do NOT count as they are not vs everyone.

The 2:1 rule is completely unbiased as to race, color, sex, and place of origin. ;P

it takes whatever mods count against ALL RACES of ALL SIZES.

mickles

ok

beside : i will blame it on u , if i can't attack and have to release some of my units next round.
that would result in spamming u a whole day (need to ask inshaala how this is done properly )
« Last Edit: Jun 4th, 2003, 4:00pm by Don


A big thanks goes out to the previous dominion strategy forums, most of this wouldnt be possible without work done previously by posters on that forum (http://pub9.ezboard.com/bdominionstrategyforums.html)





mickles
mIRC Representative



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The 2:1 Rule
replied on: 6/9/2003 9:01:01 PM

thanks once again for plagiarizing noz. We put a lot of work into that forum...
mickles
mIRC Representative



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The 2:1 Rule
replied on: 6/9/2003 9:03:20 PM

sorry to furdo/tim etc. but it kinda makes me sick...


But seriously noz, why can't you just post the information yourself? Is there any reason why you have to copy our work exactly?
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