Forge Of Empires Guild Battlegrounds Bonuses Guide

We often get many questions about it. Since most of the questions related to the Forge Of Empires Guild Battlegrounds Rewards, so we made this guide to help answer the main ones.

But of course, today’s insights are also of great value for the upcoming PvP arena.

In this guide, we will be talking all about how combat bonuses work in guild battlegrounds, how much extra combat bonuses you need to create an extra level of attrition, and so on.

We have already explained the topic of fight bonuses in our Journal.

Many still remember this diagram, which we created empirically based on long series of measurements.

Let’s take a look at how these battles are typically fought in guild battles.

By the way, this is what a map looks like when you log off after GvG on a Saturday night and sleep long on Sunday after a party night.

We’ve kind of been thrown back to the edge.

Two hours later it looked more hopeful again.

That took some fights, and that’s exactly where we are today – right up until the moment when we don’t win my first automatic fight right away.

Our goal is to conquer the sector D3 Verdebu. We don’t have siege camps for that.

That’s good for today’s considerations, because all the additional factors only make the explanations more complicated.

Ultimately, the siege camps would only increase the number of battles, but not change the principle. So all statements made today would apply equally to siege camps.

We see at the beginning that, as expected, all fights are extremely simple and losses are the absolute exception.

Our standard team is one or two Mars Age Steel Wardens plus rogues.

The number of Steel Wardens is equal to the number of enemy waves. We deviate from this standard team in two cases:

First: If the enemy has three or more artillery in the first wave, I will use eight Mars Age Sentinels.

Second: If the opponent has only light and heavy units in both waves, I use 8 Space Age Asteroid Belt artillery units, named B.E.L.T..

It’s not a question of whether the many team changes for guild battles really provide optimal speed or whether these are the best teams.

The only thing that matters for a reliable test result is to have a very strict rule so that the results of the battles are really comparable.

In comments to us, players have asked where in the game you set up that the right team is always already in place.

There is no such setting. We also always click the teams together manually because it doesn’t bring us any new insights.

Yes, we know that there are tools for this that use one of ten pre-defined teams by a single stroke of a number key. Please do not use such tools: InnoGames would otherwise quite justifiably suspend the account. We all want to win – but fair!

The fights in the guild battlegrounds are just routine.

It has to be that way, because it has to be fast. That’s exactly why automatic fights are the measure of all things here and not manual fights.

We think everyone will have noticed by now that we have shown the interesting section of the damage diagram on the right side of the picture and that we have added a red and a blue vertical line for each fight.

The blue vertical line is an indicator of how much damage the computer does to the player’s units with each hit.

The red vertical line indicates how much damage the player makes to the computer’s units with each hit. Since each hit has a random component, the resulting damage is not fixed, but a random value between the intersection of the vertical and the two diagram lines.

So for the battle now shown here, the player does between 3 and 6 points of damage for each hit, not counting the effects of my Arctic Orangerie.

So our units cannot reliably take out enemy units with 2 hits.

On the other hand, the computer’s units do 5 to 7 damage to our units per hit. This is only so easy to put away because the first hit only turns one rogue. Otherwise, we’d look like hell already.

So you can see on the red line how the attack bar is always on the right side at the beginning and then slowly gets worse and worse in relation to the strength of the opponent. At the same time you can see on the blue line how the computer opponent slowly gets stronger and stronger.

Now we have taken the sector, but the really interesting part for this video, the fighting with high attrition, is yet to come.

And with that we are getting closer to answering the really interesting questions.

With increasing attrition it happens more and more often that we lose units during the fights.

So you can see that when the quotient of our attack values and the defense values of the computer units falls below 0.75,

We leave the carefree comfort zone.

The attack bonus is much more important than the defense value of our units. This is because the enemy units are often defeated before they can do any damage themselves.

Their first hit is often only the conversion of a rogue. Or our 8 Sentinels have the first strike and the computer does not even get to strike itself.

Then, of course, player defense bonuses are absolutely irrelevant.

So at 57 attrition, the first time an automatic battle fails.

We’ve been following this for several weeks and it happens a bit earlier, sometimes a few fights later.

It always depends on the map and the opposing teams.

So the variant shown in the video today is a kind of representative average. Now I could do a fight in another sector now, in order to get a perhaps more pleasant opponent team in this sector afterwards.

We could also fight manually or negotiate.

But all this is not interesting for the theme of today’s guide.

Attrition 57 is the end of the automatic fight without thinking – in my case. This raises the crucial question: What do we have to do to make this point appear at attrition 58?

Very briefly, we explain what is behind our considerations, then comes the answer that is understandable for everyone – for all ages and all levels of play.

So, if we consider 57 attrition as our personal feasibility threshold, and the ratio of our attack values to the opponent’s defense in the previous fight was sufficient with 56 attrition, then we need to have the value x more bonus to add another successful fight. But how big is X now? What percentage combat bonus do we need? And how would that be in other ages and at other skill levels?

We once expressed this in a single formula. In this formula you can see immediately that you can divide by A on both sides of the equation and multiply by V.

So these two factors are eliminated completely.

This means that the statement of the formula is completely independent of which units you use and in which age you are. The statements always apply.

We have packed the whole thing into a diagram for better understanding.

This diagram gives us the answer to the so important question. In the diagram we see 7 lines.

The bottom blue line represents a player who currently has a 30% attack bonus.

The red line is for a player with a 90% combat bonus.

We would expect this player to be able to use auto combat only until about attrition 7 without hesitation.

We see the corresponding X of the red line at the height of 7% of the diagram. This means that this player needs 7% more bonus to fight at attrition 8 as easily as he could fight at attrition 7.

The same applies to all other lines in the diagram.

In our case, that’s the light blue line for 629% bonus, the X is approximately at the height of 24%.

This means that when we soon build the governor’s villa with an additional 33% combat bonus, we can expect to create at least one more level of attrition in the future, because a 24% increase in bonus would be sufficient.

If you have a fantastic combat bonus of 1000%, you should be able to use automatic combat until attrition level 74. Only a bonus increase of almost 30% would compensate for an additional attrition point.

So you can see that with increasing bonuses it becomes more and more difficult to push the limit of attrition further up.

We have invested a lot of time into this guide. We hope we’ve been able to explain the not-so-simple issue in a way that everyone can at least see from the diagram what the approximate benefits of additional bonuses are. Good luck in all fights!

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