zgrssd wrote: Sat Oct 22, 2022 8:23 pm
JeanleChauve wrote: Fri Oct 21, 2022 3:25 pm
Soar_Slitherine wrote: Fri Oct 14, 2022 1:17 pm
Hmm, it does appear to be based on the 'Combat value' listed under MNG -> Models. However, I am seeing a multiplier of around 0.71, rather than 0.5, to the value on my laser Infantry, while Quad MGs do get 0.5. Which makes sense since Infantry retain a greater proportion of their firepower on the offense compared to MGs.
Thanks for helping us solve the Schmilblick!
Combat value from Model design * coefficient gives = offensive power/defensive power.
Coefficient for Foot + MachGun -> 0.5 (MG, Quad MG)
Coefficient for foot or MG -> 0.71 (RPG, Buggy, infantry...)
Default Coefficient -> 1
In total the formula is:
Weapon Base Firepower * (Weapon Design Score / 100) * the various Multipliers you find in 5.12.3.7. = The Models Specific Soft/Hard Attack/Defense scores.
Armor Base HP * Armor Design Score / 100 = Model HP.
I did write a more in-depth Guide on the Forum, that by now has migrated to Steam:
https://steamcommunity.com/sharedfiles/ ... 2307452953
You have been providing us with excellent guides and advice for years, which we have all certainly read, but I believe that here you did not fully understand our last exchanges.
In these exchanges, we were busy trying to understand where the "rough offensive/defensive power" value comes from in the following image, but not understanding how the design model works.

- OffensiveDefensiveOower.png (248.11 KiB) Viewed 361 times
Soar_Slitherine found the coefficients which, applied to the "combat" value shown in the image below, give these values that we find in the calculation of the odds.

- combat.png (31.65 KiB) Viewed 361 times
I have no doubt that all the calculations that you have proposed to us and that we know are involved in the calculation of the "combat" value, but that was not our purpose.
The initial purpose of the topic, which was to understand why the calculation of the odds could change completely depending on the unit placed first was taken into account by Vic following this bug deposit:
Vic wrote: Fri Oct 21, 2022 9:38 am
Thanks for the in-depth presentation of the issue. I have confirmed its not working as intended. Will be improved upon in upcoming patch.