After all the discussion, I'm not sure whether this has already been pointed out, but ...
There is an error in post #24: Under the heading "Basic chance of success", an example was given for an Archer fighting a Horse Archer, and it was stated that success (winning) for the archer was "the chance that the archer wins at least 7 out of 11 rounds". That is incorrect. The correct condition is that the archer wins 7 rounds before losing 5, which is not the same thing.
In the notation of post #24, the correct summation is:
f(7;11, 0.4) + f(7;10, 0.4) + f(7;9, 0.4) + f(7;8, 0.4) + f(7;7, 0.4)
This would sum to ~14.4% instead of the quoted 9.9%.
There is an error in post #24: Under the heading "Basic chance of success", an example was given for an Archer fighting a Horse Archer, and it was stated that success (winning) for the archer was "the chance that the archer wins at least 7 out of 11 rounds". That is incorrect. The correct condition is that the archer wins 7 rounds before losing 5, which is not the same thing.
In the notation of post #24, the correct summation is:
f(7;11, 0.4) + f(7;10, 0.4) + f(7;9, 0.4) + f(7;8, 0.4) + f(7;7, 0.4)
This would sum to ~14.4% instead of the quoted 9.9%.
For example, what's best against archers, etc. And then, a few simple rules to keep in mind about upgrading and attacking. I appreciate everyone's efforts, but I'm not going to dust off the TI-85 calculator and solve Trig questions I missed 10 years ago to figure out if my cavalry will beat his Rifleman.
)
) and the outcome was completely the same. So it seems the seed of the randomizer is some game data and is always the same? This specific case was:
The other reason is to show that without a tool like that, we have NO CHANCE to see the outcome of the battle. Tank stays at his 9 / 10.4 and when maceman's strength changes from 5.8 to 5.3 we get this huge difference - from 75.6% to 38.5%
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