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Thread: [Guide] DT-Modification : Roaring Bull adventure

  1. #21
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    Quote Originally Posted by Duong_TonThat View Post
    The block is not 100% safe but it's not consider risky
    Using this http://www.settlersonlinetools.com/en/combat_simulator/ show that win chance is 96-100% which lead to average 98%
    As bri0sheje said u fail the block if u loss(less than 2% chance).

    According to the chance if u do 100adv u fail 2 (THIS IS NOT TRUE)
    I do more than 500 rb, have not fail yet.
    This also not mean i wont fail but i believe the 2% chance of loss is based on the minimal attack of ur troop. Mean it's very rare to loss(or fail)

    NOTE: this is not encourage u to do both block, just the discussion, The fact of fail chance does exit. feel free to skip the first block
    As I wrote. There's a slightly under 0.2% chance that it will fail. That means on average 1 in roughly 500 will fail. I consider that risky.

    Risky to me means there is a chance, no matter how small, that the block will fail. A safe block is to me one that does not have any chance of failing (barring a user set up and/or server failure naturally).
    Last edited by Saturnus72; 19.05.14 at 05:31.

  2. #22
    Erudite Pioneer Duong_TonThat's Avatar
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    Quote Originally Posted by Saturnus72 View Post
    As I wrote. There's a slightly under 0.2% chance that it will fail. That means on average 1 in roughly 500 will fail. I consider that risky.

    Risky to me means there is a chance, no matter how small, that the block will fail. A safe block is to me one that does not have any chance of failing (barring a user set up and/or server failure naturally).
    if that is ur quote then most of double/triple block provide from most the guide is consider risky (except SA adv)
    Most of single block is safe, but they didn't save much for the unit loss
    DT

  3. #23
    Erudite Pioneer Duong_TonThat's Avatar
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    Quote Originally Posted by Felipez View Post
    Sanii, from the US server, is the author of this guide
    in his doc you can find the block videos https://docs.google.com/presentation....g39c1e33d_3_0
    Just to clarified this is my guide (information from Sanii) . I did use the same multi way to block from the link u show but method how to attack is different and set up been modified as well
    Also the last block from WT3 is not from any other guide
    DT

  4. #24
    Erudite Pioneer Duong_TonThat's Avatar
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    Quote Originally Posted by corona88 View Post
    50 to 70????

    my vet's(major) always need 110-130 seconds
    I dont know where u guy get the information from, it's not 50-70s, or 110-130s either and also u can NOT have varies either , bc this is 100% win with 1round attack
    WT2: If the block is perfect timing u will have 40s walking start from blocking general B, 55s to kill the witch tower (with cannon)

    NOTE: TRUE that every round take 20s but for normal gen to take down the camp take more than 20s (i believe min of 30s), I still don't know where u guy information from,

    WT2
    First block: 100second (minimum 4rounds or 80s + 20s take down camp which i believe more) --- minus---- 95second (40s of walking distance + 55s to take down wt)
    Second block: is the same but less walking distance

    Either way, u will have minimum of 5second different for lagging.

    Important: if u don't have cannon 90% will fail
    Last edited by Duong_TonThat; 19.05.14 at 11:30.
    DT

  5. #25
    Ruler of the Land Fexno's Avatar
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    This information was gathered by using your troop setups in Asipak's onlin combat simulator

    Block (A+B) on the camp to the left of WT2
    The 1r block influences the following round block since it kills 1 cultist.
    So the block 1r followed by 99E 93C 8A on the camp to the left of WT2 will result in

    link to simulator result
    Open the spoiler for an explanation of the graph (in order of block duration):
    Spoiler
    • 1/2200 chance of lasting 4 rounds and ending in defeat (4*20s=80s)
    • 5/2200 chance of lasting 3 rounds and ending in victory (3*20s+40s for demolishing=100s)
    • 21/2200 chance of lasting 5 rounds and ending in defeat (5*20s=100s)
    • 1894/2200 chance of lasting 4 rounds and ending in victory (4*20s+40s for demolishing=120s)
    • 279/2200 chance of lasting 5 rounds and ending in victory (5*20s+40s for demolishing=140s)

      The time needed for demolishing a camp depends on the amount (and type) of troops left, but in this case it should always be 40 seconds for a normal general


    Block (C) on the camp to the right of WT2
    1B 129C 70C

    link to simulator
    Open the spoiler for an explanation of the graph (in order of block duration):
    Spoiler
    • 2/2200 chance of lasting 4 rounds and ending in defeat (4*20s=80s)
    • 1/2200 chance of lasting 3 rounds and ending in victory (3*20s+40s for demolishing=100s)
    • 21/2200 chance of lasting 5 rounds and ending in defeat (5*20s=100s)
    • 1251/2200 chance of lasting 4 rounds and ending in victory (4*20s+40s for demolishing=120s)
    • 25/2200 chance of lasting 6 rounds and ending in defeat (6*20s=120s)
    • 762/2200 chance of lasting 5 rounds and ending in victory (5*20s+40s for demolishing=140s)
    • 15/2200 chance of lasting 7 rounds and ending in defeat (7*20s=140s)
    • 99/2200 chance of lasting 6 rounds and ending in victory (6*20s+40s for demolishing=160s)
    • 1/2200 chance of lasting 8 rounds and ending in defeat (8*20s=160s)
    • 23/2200 chance of lasting 7 rounds and ending in victory (7*20s+40s for demolishing=180s)

      The time needed for demolishing a camp depends on the amount (and type) of troops left, but in this case it should always be 40 seconds for a normal general


    So in worst case scenario both blocks only last 80s.

    Veteran on WT2
    40R 125B 1LB 1A 83K (takes 50 to 70s for a veteran general)
    link to simulator, this shows the destruction time as well (scroll down)
    So in worst case scenario the veteran only has 10s of walking time after block B starts his fight (since you said the veteran needs 40s of walking, this will fail)

    Major on WT2
    108R 52B 1LB 1A 108K (takes 50 to 90s for a major general)
    link to simulator, this shows the destruction time as well (scroll down)
    So in worst case scenario the veteran should start his fight 10 seconds before block B starts his fight (impossible)
    There is also tiny chance to lose cannoneers


    Conclusion
    I do agree it is very likely the blocks will work, but there is a small (tiny) chance it will fail
    Last edited by Fexno; 19.05.14 at 13:37. Reason: added conclusion

  6. #26
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    This is clearly inspired from Sanii's guide.

    Best option for WT2 is to use MMA. I've been doing RBs following Sanii's guide and if you're sticking to sending the gens after the battle drums, you'll be fine.
    I send for WT2 the MMA with 50R 95B 1LB 1XB 73K; 40-50 sec.
    I do recommend using the 2 additional generals from Sanii's guide, to help timing the sends. A fixed position of one of the previous generals or counting to x secs could be unreliable.

    The block failed once, mistake on my end, sent the blocking gen for the camp in the right side of tower just a bit late. He should have entered the area of influence of the camp in the right, but got intercepted by the first camp when the 1R attack finished, which is obvious. At that point, I canceled the adventure.

  7. #27
    Erudite Pioneer Duong_TonThat's Avatar
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    Quote Originally Posted by Strainezu View Post
    This is clearly inspired from Sanii's guide.

    I do recommend using the 2 additional generals from Sanii's guide, to help timing the sends. A fixed position of one of the previous generals or counting to x secs could be unreliable.
    True counting sec is not reliable, but i found using x from general B is work better
    Using 2 gen count down required multi task. while already complicate block, also using gen count down seem no different from count sec to me.
    DT

  8. #28
    Erudite Pioneer Duong_TonThat's Avatar
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    Quote Originally Posted by Fexno View Post
    This information was gathered by using your troop setups in Asipak's onlin combat simulator

    Block (A+B) on the camp to the left of WT2
    The 1r block influences the following round block since it kills 1 cultist.
    So the block 1r followed by 99E 93C 8A on the camp to the left of WT2 will result in

    link to simulator result
    Open the spoiler for an explanation of the graph (in order of block duration):
    Spoiler
    • 1/2200 chance of lasting 4 rounds and ending in defeat (4*20s=80s)
    • 5/2200 chance of lasting 3 rounds and ending in victory (3*20s+40s for demolishing=100s)
    • 21/2200 chance of lasting 5 rounds and ending in defeat (5*20s=100s)
    • 1894/2200 chance of lasting 4 rounds and ending in victory (4*20s+40s for demolishing=120s)
    • 279/2200 chance of lasting 5 rounds and ending in victory (5*20s+40s for demolishing=140s)

      The time needed for demolishing a camp depends on the amount (and type) of troops left, but in this case it should always be 40 seconds for a normal general


    Block (C) on the camp to the right of WT2
    1B 129C 70C

    link to simulator
    Open the spoiler for an explanation of the graph (in order of block duration):
    Spoiler
    • 2/2200 chance of lasting 4 rounds and ending in defeat (4*20s=80s)
    • 1/2200 chance of lasting 3 rounds and ending in victory (3*20s+40s for demolishing=100s)
    • 21/2200 chance of lasting 5 rounds and ending in defeat (5*20s=100s)
    • 1251/2200 chance of lasting 4 rounds and ending in victory (4*20s+40s for demolishing=120s)
    • 25/2200 chance of lasting 6 rounds and ending in defeat (6*20s=120s)
    • 762/2200 chance of lasting 5 rounds and ending in victory (5*20s+40s for demolishing=140s)
    • 15/2200 chance of lasting 7 rounds and ending in defeat (7*20s=140s)
    • 99/2200 chance of lasting 6 rounds and ending in victory (6*20s+40s for demolishing=160s)
    • 1/2200 chance of lasting 8 rounds and ending in defeat (8*20s=160s)
    • 23/2200 chance of lasting 7 rounds and ending in victory (7*20s+40s for demolishing=180s)

      The time needed for demolishing a camp depends on the amount (and type) of troops left, but in this case it should always be 40 seconds for a normal general


    So in worst case scenario both blocks only last 80s.

    Veteran on WT2
    40R 125B 1LB 1A 83K (takes 50 to 70s for a veteran general)
    link to simulator, this shows the destruction time as well (scroll down)
    So in worst case scenario the veteran only has 10s of walking time after block B starts his fight (since you said the veteran needs 40s of walking, this will fail)

    Major on WT2
    108R 52B 1LB 1A 108K (takes 50 to 90s for a major general)
    link to simulator, this shows the destruction time as well (scroll down)
    So in worst case scenario the veteran should start his fight 10 seconds before block B starts his fight (impossible)
    There is also tiny chance to lose cannoneers


    Conclusion
    I do agree it is very likely the blocks will work, but there is a small (tiny) chance it will fail

    BIG thanks. This make more scene to me now
    DT

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