You always gain more by not using the + hours.
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You always gain more by not using the + hours.
what about other things like enemy troops killed? does it kill more if you do a +4 on a trad versus a +1?
Yes, but a Dwarf/tact using QF + 10% rax has more gains than an Orc/Warrior would have if he adds the hours, and on the same attack time.Quote:
You always gain more by not using the + hours.
If you are counting constant gains over a period then yes.
If you need to hit in groups once every 10, 12 hours or whatever interval your kingdom uses to chain stuff, then any faster attack time is of little value - you'd be holding armies to wait for a better spot to chain anyway, unless there is some tactical reason you needed the armies home sooner (like, hitting a chain target before their **** gets home).
If you are limited in the number of hits you can send out against a kingdom and the extra attack time doesn't matter, then might as well +4 and get more out of them.
I think orc/tacts with rax on 8 hours basic attack time adding +4 hours could come on +55% gains.
Ok, let's look over the next 24 hours. Let's ignore the other attack mods that would lower gains and stuff to keep the argument as simple as possible (keep in mind those mods would effect both the same). Let's assume you're right about the 55% thing as well, because idk what it actually is.
So, over the next 24 hours...
+4 hours Orc/Tact:
Jan 1st - 1.55
Jan 12th - 1.55
Jan 24th - 1.55
4.65
the +0 hours orc/tact:
Jan 1st - 1.2
Jan 8th - 1.2
Jan 16th - 1.2
Jan 24th - 1.2
4.8
The +0 hours has more gains.
The only time the time adjustments are worth it are when you won't be able to go in-out and the time adjustments will help.
http://forums.utopia-game.com/showth...1#post15284579
you'd get +25% gains with 8 hour base, or +50% gains relative to normal attackers when including orc bonus - unless something has changed in that calculation or i was wrong.
still, let's say you are at war with all of your attackers at home (you would presumably add hours and hold armies to arrange this). your kingdom decides to lead out with rax-less elves and full war bonus in place, so attack times for the elves are 12.8 hours. your kingdom plan is to use the elves to open chains for this wave and the next, so there is little point in having orcs home early. your orc/tacticians have no barracks as well, which gives them 10.24hr base times. adding 2-3hr to attack times makes a lot of sense for the first chain, since you do not want orcs to hit early. we will also presume that the risk of being hit by two consecutive waves is nullified somehow - either by broken up wave times in the enemy, or because their wave is offset by 4hr or some interval which makes it impractical to double-wave. adding hours means that your elves will lead out and take most of the acres, while your orcs (presumably all of which are smaller than your elves) finish the chain. if you were to stick with 10.24 hrs, when your orcs return they would have to initiate on a chain target before your elves can attack again, while adding 2-3 hours means that your orcs get their second hit after your elves' second hit. meanwhile, your orcs don't take in acres earlier than they need to. the added gains here (+17% per hit if i'm right) is just a nice bonus.
Not really OP, the opposite in fact as that is how they are designed.
Yes you are right. Sorry in our KD we always ask for 12-hour attack time shifts, so I assumed that.Quote:
The +0 hours has more gains.
The only time the time adjustments are worth it are when you won't be able to go in-out and the time adjustments will help.
So for KDs with medium activitiy being able to do 50% more acre-damage than the opposition, it could really help. Dwarf/Tact with 5% rax would have 8.5 base attack time. If he does 3 plus hours he would get +21% more gains, nearly the same as orc. For KDs with low activity this could really work...