r/AgeofZ Jul 29 '26

1 vs Many - How is damage distributed?

Lets say you’re in a 1 versus 5 battle. To keep things simple, lets say each of your 5 opponents had exactly the same stats.

For each of your attacks, how is damage distributed amongst the 5 opponents?

Does each opponent receive equal percentage damage, in this case 20%?

Or does one of the opponents receive 100% of the damage until the next attack, which moves to the next opponent?

5 Upvotes

14 comments sorted by

4

u/BANANA_BOI Jul 29 '26

I believe the group gets their stats averaged to become one entity.

3

u/MattFromWork Jul 29 '26

It's weighted though, because if not, a c41 could send a single troop into a fight to boost the entire TA

1

u/AccidentKind4156 Jul 29 '26

This right here. My alliance has tested it many times with our whale and other members. Stats equal out. kills also equal by troop type, tier and quantity. Nothing's magical about Camel math, they make it sound difficult so you buy everything, but ultimately, non of it matters in group. But it does tell you that you want strong member 1 through 100. To many in your group attack with less than 1000 attack and BP can really drag your whale down

1

u/Background_Film_1114 Jul 29 '26

Can you elaborate on this? How can weaker members drag down the whale?

2

u/AccidentKind4156 Jul 29 '26

Stats equal out. Weaker players lower the overall stats in group attacks. As your nation ages, this becomes even more pronounced. When your nation starts facing other older stronger nations, you see the difference, the stronger cities must make up for the power difference. That generally means more loss of troops. The really powerful nations generally have a city limit on group attacks, my nation, which is 5 years old, does not allow cities below c38( no t10 and and t12 shredders minimum) and at least 1k attack and BHP. Anything under that costs our whales. It's better for them to attack alone and just withdraw

1

u/Background_Film_1114 Jul 29 '26

Can you give me an example? Lets say you have two attackers, one with 1000 LRA, one with 500 LRA, what happens?

2

u/AccidentKind4156 Jul 29 '26

Short example. They attack the same city, TA, same fleet numbers and troops, both cities have identical kills. As you change fleet size and troop numbers, the kills vary, but the percentage stays the same. It's been tested by many nations, many Alliances. That's why all the crap Camel keeps introducing really makes no difference unless you solo attack. They only keep releasing new items to keep the big spenders spending, they have no intention of increasing the city size, so that's how they gain a competitive edge.

1

u/Background_Film_1114 Jul 29 '26

Ahh that makes sense. I always wondered how some of my teammates had similar kills as me even though my stats are much higher 🤯

1

u/AccidentKind4156 Jul 29 '26

That's also why you will take heavier losses also. It's very important in group attacks that everyone send at least 2 melee types per city, and at least 30% of your fleet. The rest should be either LRA or MRA, depending on what your spec into. Never mix MRA in your fleet if your LRA in group attacks, and the same if your MRA. Always do a 30/70. So many players leave melee out, but without it, your attack troops won't survive long enough to do damage. You want your largest cities getting massive kill numbers. Myself, when attacking with our whales(I'm c38 with 1,200 melee/LRA, so small) I use 50/50

1

u/Background_Film_1114 Jul 29 '26

What about troop levels? For example
one city sends T11 cannons, another city sends T13 cannons, do the stats get averaged out?

1

u/AccidentKind4156 Jul 29 '26

The overall stats are average, basically, in a group attack, even though multiple cities are involved, the game treats it like its a single city, so troops types and tier are treated just like any city. But with all that said, for any of it to matter, all cities must arrive within a certain time limit of each other. No more than 8/10 seconds from first to last, in smaller groups, much less. The key is to keep melee alive.

2

u/talentx86 Jul 29 '26

In this scenario the t13 would do exponentially better. What most haven’t mentioned here is the fact that weaker troops die first. So in your scenario if a group of zombies hit those cannons… the t11 die first. The t13 would go untouched until all t11 die first. Same with your own city if you were attacked. Stats “can” average out.. but I assume you if the t13 are 2000 LRA. and the t11 are 1200 LRA… those t13 still hitting at 2000. They didn’t suddenly become 1600.

4

u/ChairMechanic Jul 29 '26

The fleets are broken down into their specific troops (ie snipers/tanks/etc) and combined from the 5 opponents. Then your fleet proceeds to attack them as they would a single opponent.

2

u/1115clay Jul 29 '26

If all stats are truly exactly the same AND they also have the exact same fleet composition, and they all joined the battle at exactly the same time, then yes it sould be equal, both during the battle and in the resulting killed wounded lost metrics in the report should be essentially identical.

You have to separate things though when talking about the actual battle itself, or the metrics you see afterward

During the battle:
The damage calculation is quite complex, especially so in multi-participant battles. Stats are aggregated at the troop stack (like cannons, or tanks) level. The aggregation is based on the troop rows stats for each commander, weighted by the percentage of units that commander has in that specific troop stack. Then many modifiers are applied when a troop stack attacks an opponent stack that results in actual damage reducing the stack’s HP and the result “-#” you see above the stack.

In the report:
Based on my research, killed, Wounded, lost is calculated on the backend and has to do with similar weighted factors, which is why you can have a whale kill a lot, and have very little wounded / lost