Compiled information on the updates

skychan

Approved user
Joined
Sep 16, 2018
Messages
68
Because it hasn't been compiled in one place yet I decided to do so. Values are taken from CWA changes. Effective Damage Increase from defensive buildings is taking into account the extra period of time they will be alive to deal damage but for purists you can ignore that column
TacticsDamageHit Points
barrage200%
Demolition250%
Decoy.26% duration50%
___
Event/CardsDamageHit Points
Troops130%-250%120%-130%
___
BarracksDamageHit Points
Infantry100%100%
Rifles100%100%
Wall Miner100%130%
Ballista100%130%
Mortar100%130%
Supply Cart100%130%
Hellicopter100%130%
Attack Hellicopter200%130%
Vs Defenses280%
___
AirstripDamageHit Points
Fighter200%125%
Bomber250%125%
Transport 120%
Paratrooper250%130%
___
FactoryDamageHit Points
gatling gun125%157%
bazooka130%130%
Commando250%130%
Heavy Tank150%100%
MRL100%130%
Defenses
___
OldNewChange
Total Hit points632,8281,639,302259%
___
Defending TroopsDamageHit Points
armored car130%130%
Generals100%100%
Infatry130%200%
rifles130%200%
cavalry130%200%
flampanzer130%200%
Heavy Tank130%200%
Gatling Gun131%200%
RPG Defender130%200%
___
BuildingHit Points
factory250%
blacksmith250%
war academy250%
command post250%
storehouse250%
house250%
estate250%
vault250%
archive250%
farm250%
caravan/gold250%
airstrip250%
merc camp250%
barracks250%
town center260%
mill270%
market270%
oil well270%
library270%
university270%
temple270%
wonders270%
oil refinery270%
___
TrapsDamageHit Points
Spike Trap120%
Decoy trap 250%
SAM130%
___
Troop BuildingsHit Points
Garrison260%
Bunker280%
Stable270%
Rocket Arsenal250%
___
Defesive BuildingsDamageHit PointsEffective Damage Increase
Redoubt139%260%363%
castle130%260%338%
stronghold130%250%325%
Tower119%260%309%
Catapult107%250%267%
Ballista100%260%260%
Sniper100%255%255%
Silo100%250%250%
AA guns100%250%250%

Any units not explicitly mentioned haven't really been changed.
 
Last edited:

KniferX

Approved user
Joined
Sep 22, 2016
Messages
186
Don't forget phase 1, which had boosted a lot of defensive library and university researches. It would be too complicated in numbers, but the actual increase than before the rebalance started is even greater than 250%.
 

skychan

Approved user
Joined
Sep 16, 2018
Messages
68
Sorry about all the editing, but it didn't want to allow spaces between the sections. But, now that it's done and we can look at things clearly we can see pretty clearly the results of the changes.

Barracks Troops are approximately 38% as strong as before the changes.

The exception is the attack helicopter which looks to have retained 100% of it's attack but only 38% of it's defense.

Factory Troops have on average retained 50% of their attack and 38% of their defense.

The exception is the commando which retained around 100% of it's attack.

The other big number I will point you to is the 259% increase in total hitpoints. This translates almost directly into a base taking 2.6 times longer to destroy.
 

skychan

Approved user
Joined
Sep 16, 2018
Messages
68
I did include those, that is why some buildings show more than 250% health increase and some of the odd damage increases for defensive buildings.
 

Spaceboy

Approved user
Joined
Aug 18, 2016
Messages
550
Indeed, I am not able to finish off an easy base within the time limit. Already a couple of times I am still attacking when I get the end of timer screen :-(

I see no way how to attack faster !
 

skychan

Approved user
Joined
Sep 16, 2018
Messages
68
Here's a rough breakdown of how well units perform dm/hp wise compared to previously. Looks like you should be trying attack hellicopters, bombers, Demolition (which retained its effectiveness) or Commando's and Fighters.

Of course I don't have three of those classes leveled up yet... so it will take some time to test.

Attack Hellicopter 79%
Commando 73%
Bomber 72%
Transport/Paratrooper 64%
Fighter 63%
gatling gun 54%
bazooka 50%
Heavy Tank 48%
Ballista 44%
Hellicopter 44%
Mortar 44%
Supply Cart 44%
Wall Miner 44%
MRL 44%
APC 39%
Infantry 39%
Rifles 39%
 

oddin

Approved user
Joined
May 17, 2018
Messages
1,596
Great post and must be stickied!! You posted it at the right moment. I made a brief explanation to all my allies about the rebalance. Many of them did not have a clue about the specifics of the 4 rebalance stages. Now, I can show them the numbers too for each troop/building...

Well done mate!

p.s. I have created a build that uses 12 heavy attack helis, 2 tactical helis, 1 apc, 3 bazookas, the rest foot soldiers that show far works up to approx 220-230 atomic/cwa bases. With the last stage (4) it kinda takes more time to clear a base but it surely works marvelous from 140-200 level bases. Try it out when you can
 

skychan

Approved user
Joined
Sep 16, 2018
Messages
68
Thanks wrathchild_78 and I do hope it get's stickied. It took a fair bit of work to compile, and is far easier than trying to troll through 4 separate threads to combine it all. I still wish fondly for functional mortar units, but their AI is so bad it probably will never happen. What they really need to do is change the AI from, "pick a target and attack it ignoring everything else" to "pick a target, wait 1-2 seconds, and then recheck targeting parameters." I know that would massively increase the computational load, but it would prevent units from wandering acre's around a wall ignoring everything else along the way, as well as having those units that DO fight back not wait until they are under attack to notice incoming units. Having mortars attack the nearest point of a building rather than trying for it's center in random situations would also be a big improvement and not reduce range of 5 to range of 3 in lots of cases.

TinSoldier Could you sticky this at least until after all the changes have been done for a month or so?
 

yemen

Approved user
Joined
Mar 24, 2017
Messages
680
That AI change would help every unit in the game, and would completely neuter many types of base design. It would greatly reduce player frustration, but it would also strengthen offense, which is an idea currently in disfavor.
 

Spaceboy

Approved user
Joined
Aug 18, 2016
Messages
550
Tried already.
Demoliton : have been using this all the time, but as HP of catapults has increased, I cannot destroy thoese defenses with my demolitions
Fighters : still good
Commando : still good
Light tanks : need to put more as they are destroyed too fast
Bazooka : still too slow
Gantling gun : tried with more but too weak and use to much troop space. I stopped using them.

I replaced two demolitions by one Protect. No other changes in my troop combo. I am Korean Industrial 164.
 

Blood

Approved user
Joined
Apr 24, 2017
Messages
154
They are not going to stick something that shows how bad they f ed us. My alliance has died, guys who played from the beginning. We played before ww even existed and the game was so buggy it drove you nuts. Now we all just threw our hands in the air. No point in waiting til the end if they didn’t listen by stage 4 it’s not going to get better.
 

KniferX

Approved user
Joined
Sep 22, 2016
Messages
186
The worst thing is, these percentages aren't total, effective increases, they are just base value increases.
When you count in previous boosts from library/university + phase 1, the situation is much, much worse.

I'm gonna use a simple number example to demonstrate (I honestly can't be bothered to waste time with searching actual stats like I used to, the example still proves the point)

Phase 0 (pre-rebalance):
catapult base hp: 100
library & uni boosts: 50% × 100 = 50 hp
catapult total hp: 150

Phase 1:
catapult base hp: 100
l&u boosts: 50% + 25% = 75% × 100 = 75 hp (25% increase in boosts in phase 1)
catapult total hp: 175
Effective increase in hp from before rebalance: 175/150 = 1.17
HP is at 117%

Phase 2:
catapult base hp: 100 × 2.5 = 250
l&u boosts: 75% × 250 = 187.5
catapult total hp: 437.5
Effective increase in hp from before rebalance: 437.5/150 = 2.91
HP is at 291%

It's all about the boosts. This number example was even conservative, more or less for MP battles. Add in things like war perks, defensive coalitiions, and these numbers go off the charts, 3-4× tougher buildings, 2-3× tougher defenders, it is insane.
 
Last edited:

skychan

Approved user
Joined
Sep 16, 2018
Messages
68
I do see where you are coming from. I didn't try to do multiplicative increases. But you're right in that my numbers are, if anything, low because I did simple additive percentage boosts when using the phase 1 library tech reballances.
 
Top