In defense of artillery attack splitting
Posted: Tue Jan 16, 2024 5:29 am
I have several times read the notion that as overall stats increase artillery (and similars) splitting attack value into multiple attacks reduces their effective damage output (because the thing they are fireing at grows its hp).
As I was thinking about combat armor I decided to finally write up why this is not the case.
First of all, if we do the math on a 1v1, then the notion is correct. If one artillery fights against one something else, splitting attack value into multiple attacks reduces the overall chance of achieving at least one hit. However in Shadow Empire 1v1s don't happen.
So, for now let's assume that there are infinite numbers of enemies and calculate how many an artillery hits.
For this we will calculate the expected value of hits. I will denote as X the chance of artillery with unsplit attack value to score a hit, E1 will be the expected amount of hits with unsplit attack value, E2 will be the expected amount of hits with split attack value*.
E1 = X (quite simply)
E2 = 2 * ((X/2)^2) + (X/2) * (1-(X/2)) = (X^2)/2 + X - (X^2)/2 = X
We have therefore shown that the number of hits we can expect from an artillery subunit remains exactly equal, irrespective of having split attack value or not, as long as there is something to shoot at. And well, if you run out of things to shoot at you already won the battle, so that's irrelevant.
Therefore we can conclude that on average attack splitting does in no circumstance reduce the damage output of artillery.
*For the purpose of this post I will only observe cases of 1 or 2 attacks. For attack numbers above 2 the formula gets rather long.
As I was thinking about combat armor I decided to finally write up why this is not the case.
First of all, if we do the math on a 1v1, then the notion is correct. If one artillery fights against one something else, splitting attack value into multiple attacks reduces the overall chance of achieving at least one hit. However in Shadow Empire 1v1s don't happen.
So, for now let's assume that there are infinite numbers of enemies and calculate how many an artillery hits.
For this we will calculate the expected value of hits. I will denote as X the chance of artillery with unsplit attack value to score a hit, E1 will be the expected amount of hits with unsplit attack value, E2 will be the expected amount of hits with split attack value*.
E1 = X (quite simply)
E2 = 2 * ((X/2)^2) + (X/2) * (1-(X/2)) = (X^2)/2 + X - (X^2)/2 = X
We have therefore shown that the number of hits we can expect from an artillery subunit remains exactly equal, irrespective of having split attack value or not, as long as there is something to shoot at. And well, if you run out of things to shoot at you already won the battle, so that's irrelevant.
Therefore we can conclude that on average attack splitting does in no circumstance reduce the damage output of artillery.
*For the purpose of this post I will only observe cases of 1 or 2 attacks. For attack numbers above 2 the formula gets rather long.