In this post I’m going to be showing you how I compare stats. You can either watch this video or continue reading this post:
About a year ago, I made a post about troop formation. Although, a lot of the things that I spoke about in that post, aren’t mentioned in the game, it was easy to figure them out through experimentation. However, when it comes to stats, it’s almost impossible to study them because of the RNG involved in the game. In the tournament you could attack a player multiple times keeping your stats & formation the same & you’ll get a unique report every single time. This makes it very difficult to study the impact of altering stats because it’s difficult to find how much of the report has changed due to the RNG & how much due to changing stats.
So instead of experimenting, I though I’d create a simplified model of stats that usually works for most games. There are a lot of factors that haven’t been considered in this model though, like the RNG of the game, the frequency of biker charge attacks & other troop skills. So, it’s definitely not gonna be 100% accurate. But it should still help you compare stats. While almost everyone knows that 5% damage is more important than 5% attack. It gets a bit complicated when numbers are different, like comparing 50% attack vs 10% damage. This method should help answer these more complicated questions. So, without further ado, let get started.
There are some games that only have 2 attributes, Attack & Health. Attack is usually a number that represents the amount of damage a unit inflicts on the enemy per attack & health is the number of hitpoints a unit has. Everytime an enemy is attacked, your enemy’s Health will be reduced by your unit’s attack value.
There are other games that have 3 attributes, Attack, Health & Defense or Armor. Defense is an attribute that weakens the enemies’ attacks. For instance, if your enemy has an attack of 10 & you have defense of 2 then you will only take (10/2) 5 damage per attack, or if you have a defense of 5, then you’ll only take (10/5) 2 damage per attack . So we can say that,
Damage Dealt = Your Attack / Enemy Defense
‘Damage Dealt’ is the value that will be subtracted from your enemy’s Health every attack.
In this game, there’s another stat called damage which isn’t found in a lot of other games. However, I think it is the exact opposite of defense. Instead of weakening your attacks, it’s something that boost your attacks. So, for instance if you have an attack of let’s say 10 & a damage of 2 then your damage dealt will be (10*2) 20. So, we can finally conclude that,
Damage Dealt = Your Attack * Your Damage / Enemy Defense
& obviously, this damage dealt value will be subtracted from your enemy’s Health every attack.
Now let’s take an example of a battle between 2 equal units using these stats. Unit A has an attack of 1, defense of 1, damage of 1 & an HP of 1000 and so does Unit B. We also assume that both units attack each other at the same time so that none of them have an advantage of getting the first attack.
If we plug in the attack, defense & damage values to our equation, we find that each unit does 1 damage per attack, which means that it’ll take 1000 attacks each for both units to kill each other.
Now let’s take a look at 4 different examples to see what happens when we increase each of these 4 stats by 10% for unit A. In these examples, we’ll assume that Unit B has infinite Health so that we get to know the exact amount of extra damage A inflicts before dying.
When we increase 10% attack, Unit A’s attacks do 1.1 damage & since A gets to do a total of 1000 attacks before death, it will inflict a total of 1,100 damage on B. So, we can say a 10% increase in attack also causes a 10% increase in damage.
When we increase its defense by 10%, Unit A will take around 0.909 damage per attack which means that it’ll be able to sustain a total of 1,100 attacks before dying. This also means that unit A will get to do 1,100 attacks & thus inflict a total of 1,100 damage again. So, a 10% increase in defense will also cause a 10% increase in damage.
If we consider a 10% increase in damage, we’ll find that Unit’s A attacks again do 1.1 damage instead of 1 & thus unit A again inflicts a total damage of 1,100.
And finally if we consider a 10% increase in health, unit A’s health will increase to 1,100 which means that it’ll now be able to sustain & do a total of 1,100 attacks causing 1,100 damage.
Since boosting each of the four stats by 10% led to a 10% increase in damage, this suggests is that it doesn’t matter which stat you boost, the results will always be the same.
However, most of you probably know that this isn’t true. Clearly, damage is the most important stat in the game followed by Health, Defense & then Attack.
So why isn’t this reflected in our example? And the answer to that, is because this example doesn’t reflect the stats that players actually have in the game. In our example, we assumed that Units A & B started with 0% buffs, i.e. only their basic attack, defense, health & damage. However, we all know that almost nobody in the game has 0% stats. So let’s take another example with stats that look a lot more realistic.
Let’s assume both units A & B now have +900% attack, this increases their attack from 1 to 10. They have +400% defense which increases their defense from 1 to 5, they have +100% damage which increases their damage from 1 to 2 & +200% health which increases their health from 1000 to 3000. This means both units will do 4 damage per attack, so it’ll take 750 attacks before both units kill each other.
Now let’s take a look at the impact of a 10% increase in each of unit A’s 4 base stats. Again we’ll be assuming that unit B has infinite HP to see how much more damage A can inflict on B before dying.
If we increase attack by 10%, unit A’s attack buff will go up from +900% to +910% which means unit A’s new attack will be 10.1. This means that it’ll inflict 4.04 damage for 750 attacks or 3030 damage in total. So, we can conclude that a 10% increase in attack only led to a 1% increase in damage.
If we increase defense by 10%, unit A’s defense buff will go up from +400% to +410% which means unit A’s new defense will be 5.1. This will reduce B’s damage per attack from 4 to around 3.92. This means that unit A will now be able to sustain 765 attacks instead of 750 & the 15 extra attacks will increase unit A’s damage from 3000 to 3060. So, we can conclude that a 10% increase in defense led to a 2% increase in damage.
If we increase damage by 10%, unit A’s damage buff will go up from 200% to 210% which means that unit A’s new damage will be 2.1. This should allow unit A to inflict 4.2 damage for 750 attacks or 3150 damage in total. So, a 10% damage increase led to a 5% increase in total damage dealt
& finally if we increase health by 10%, unit A’s health buff will go up from 300% to 310% which means unit A’s new health will be 3,100. This means that unit A will now be able to sustain 775 attacks while doing 4 damage per attack instead of 750 attacks. The extra 25 attacks will allow unit A to deal an extra 100 damage or 3100 damage in total. This means that a 10% increase in health led to a 3.33% increase in total damage dealt.
From this, we can conclude that Damage is the most important stat, followed by Health, Defense & Attack.
So, why did the second example give a different result than the first? The answer to that is simple, it’s because of the huge stat imbalance in the game. A 10% increase to 1000% attack (i.e. the Base 100% + 900% buff) is equivalent to a 1% increase to your existing attack. In the same way, a 10% increase to 200% damage (i.e. the Base 100% + 100% buff) is just a 5% increase to your existing damage.
So, it all boils down to comparing stats relative to your existing stats instead of comparing them in isolation.
For instance, if you want to compare 50% Biker Attack with 10% Biker Damage, you should consider your existing Biker Attack and Damage while doing so. Let’s say you have +700% Biker Attack & +50% Biker Damage. Before comparing the percentages, you should always add the Base 100% to all your stats. So, your actual Biker Attack would be 800% & your actual Biker Damage would be 150%. 50 is only 6.25% of 800 so selecting 50% Biker Attack would only increase your existing damage by around 6.25%. However, 10 is around 6.67% of 150 so increasing your damage by 10% would increase your existing damage by around 6.67%. So, based on your stats, you’d want to select the 10% damage over 50% Attack.
However, if you had let’s say +200% Biker Attack & +25% Biker Damage, the 50% Attack would increase your existing damage by around 16.67% & the 10% Damage would increase your existing damage only by 8%. In this case, the 50% Attack would be way better than the 10% Damage.
While comparing stats you should also give preference to Bulker & Biker stats over Vehicle & Shooter stats. For instance I’d choose 1% Biker Attack over 10% Vehicle Attack regardless of my existing stats because I almost never use vehicles & shooters in my formations. However, for the vigilante arena, you should treat Bulker & Biker Stats at par with Vehicle & Shooter Stats.
Apart from Attack, Defense, Health & Damage, there’s another stat called Received Damage. This is a stat that only applies to Bulkers & Shooters Right now. This is a negative stat the doesn’t negate any positive stat. What I mean by that is, all the other negative stats in the game negate another positive stat, for example, Enemy Damage Reduction stats negate the Damage stat, Enemy Attack Reduction Stats negate the Attack Stat & there are similar stats for Health & Defense. However, This Damage Received reduction stat doesn’t negate any other positive stats, it directly reduces the amount of damage your troops take.
So, in our previous equation if,
Damage Dealt = Your Attack * Your Damage / Enemy Defense
then,
Damage Received = Damage Dealt * (1-Damage Received Reduction)
So, for instance, if your damage dealt is 100 & your damage reduction is -25% then your troops will only take 75 damage instead of 100.
Since this is a negative stat, it is a little different from the 4 stats we talked about earlier. As you may have noticed, the higher your stats are, the less effective increasing them will be. A 10% increase for someone with +100% stats is an effective 5% increase. However, the same 10% increase for someone with +900% stats is only like a 1% increase for them.
However, when it comes to this negative damage reduction stat, it works the other way around. Let’s say your damage reduction is at 20% & you increase it to -30%. Before the increase you would be taking 80% of the damage inflicted by your opponent, however after the increase you take only 70% of the damage inflicted, this means you take 12.5% less damage by just increasing this stat by 10%.
Now, if your damage reduction is at 80% & you manage to increase it to 90%, this would mean that you will now take only 10% of damage inflicted instead of 20%. This is a 50% reduction in damage even though the stat was increased only by 10%. If you manage to get this stat to -100% it would mean that your troops do not take any damage at all. However, right now that is not possible. The highest I’ve seen is around 70-77%.
Before I end this post, I’d like to remind you again that this isn’t how the game exactly works, it is a simplified model that I created to explain the concept of stats based on other games. There are a lot of things that haven’t been considered in this model so it’s definitely not gonna be 100% accurate. So, next time you want to compare Vigilante Active Skills / Roadsters or Godfather Equipment, make sure you consider your existing stats while doing so, as what works for others my not necessarily work for you.
I hope you guys found this post helpful.
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Hello, thank you for all the excellent information. After reading many of your post, I figured that Harry was an excellent choice, based on 25 damage reduction. But I am unsure which vigilante to pair with him. I was considering Director Hatcher, but maybe James, or Patrick. What would you suggest? Thank you so much for all your expertise on the game.
Do you know what is the Damage basis points for each troops ? We have it for Attack, Defense and health then we can add the +xx% Stats on each troop according to their T but for damage we only have the +xx%… Would be nice to know on what basis we can add that percentage we work so hard to increase it makes a big difference if the basis is 1 or 100…
Thank you
Hi and thanks for Your ingredible blogs! Just wondering, if there is now any more info about what happens if the damage reduction is over 100 percent?
There’s is a hidden cap on the damage reduction stat according to GM, so it never goes over 100%. You should check out this post: http://flaviogaming.com/no-attack-emblems-from-reapers-hospital-cap-update-mafia-city/
Can you, please, tell more about this – “However, for the vigilante arena, you should treat Bulker & Biker Stats at par with Vehicle & Shooter Stats.” – I see that many players use shouters and vehicles at vigilantes arena matches. I personally keep to bulker/biker because it seems that shouters are bikers food in any format – they always die more than they kill. Am i wrong?
You’re right, but that only happens during normal battles. For the vigilante arena, Shooters & Vehicles perform equally well. It’s just how the game works. I really don’t have a good explanation for it
So after reading your info on damage, how would that relate to vigilante Patrick?
Damage is usually much better than attack because of the huge stat imbalance in the game. It doesn’t matter which vigilante you use, if there’s a vigilante giving damage buffs v/s a vigilante giving attack buffs, you should go for damage unless the attack buff is way higher than the damage buff.
Thx yeah Patrick has 25% crew damage boost