After we found the refined formula and the mana modifiers basically everything worked out as expected.
Mana bars and mana gains on defense:
- the mana bar depends on the mana speed and the hero stars
- at the end of each turn each hero gets 100 MP
- mana modifiers and mana bonuses and debuffs get added and subtracted, respectively
- mages, styx and tide heroes: the mana modifier applies as soon as as the respective mana bar is reached
- mana is only gained as whole numbers, and gets rounded down
Rarity_factor:
1* hero = 1
2* hero = 1.04
3* hero = 1.081 = floor(1.04 x 1.04; 3)
4* hero = 1.124 = floor( floor(1.04 x 1.04; 3) x 1.04; 3)
5* hero = 1.168 = floor( floor( floor(1.04 x 1.04; 3) x 1.04; 3) x 1.04; 3)
The resulting mana bars for heroes on defense are then:
base value | 1* | 2* | 3* | 4* | 5* | mana modifier | |
---|---|---|---|---|---|---|---|
factor | - | 1 | 1.04 | 1.081 | 1.124 | 1.168 | |
very fast | 650 | 702 | 730 | 759 | |||
fast | 800 | 800 | 832 | 864 | 899 | 934 | |
average | 1000 | 1000 | 1040 | 1081 | 1124 | 1168 | |
slow | 1200 | 1297 | 1348 | 1401 | |||
very slow | 1350 | 1459 | 1517 | 1576 | |||
slayer | 1100 | 1189 | 1236 | 1284 | |||
Charge 1 | 490 | 529 | 550 | 572 | |||
Charge 2 | 490 | 529 | 550 | 572 | |||
Charge 3 | 490 | 529 | 550 | 572 | |||
Magic 1 | 550 | 594 | 618 | 642 | |||
Magic 2 | 550 | 594 | 618 | 642 | -22% | ||
Styx 1 | 600 | 648 | 674 | 700 | |||
Styx 2 | 600 | 648 | 674 | 700 | +100% | ||
Styx 3 | 600 | 648 | 674 | 700 | +100% | ||
Tides fast | 800 | 864 | 899 | 934 | |||
Tides average | 800 | 864 | 899 | 934 | -25% |
Example calculation for the “average” charge of a tide hero on defense with
- 4% mana generation bonus from class,
- 15% mana generation bonus from troops and
- (1) +24% mana generation bonus from special skill
- (2) -64% mana generation bonus from special skill
for the 100 MP at the end of the turn:
case (1): mana at end of turn = 100 MP x (1 + 0.04 + 0.15 + 0.24 - 0.25) = 118 MP
case (2): mana at end of turn = 100 MP x (1 + 0.04 + 0.15 - 0.64 - 0.25) = 30 MP
Mana on defense from tiles:
- each tile gets treated separately for the calculation
- tile mana gets rounded (75 x 0.9 = 67.5 = rounded up)
- tiles give mana as follows
combo 1 = 75 MP = 75 MP x 100% (and rounded) (verified)
combo 2 = 68 MP = 75 MP x 90% (and rounded) (verified)
combo 3 = 60 MP = 75 MP x 80% (and rounded)
combo 4 = 53 MP = 75 MP x 70% (and rounded)
combo 5 = 45 MP = 75 MP x 60% (and rounded)
combo 6 = 38 MP = 75 MP x 50% (and rounded)
combo 7 = 30 MP = 75 MP x 40% (and rounded)
combo 8 = 23 MP = 75 MP x 30% (and rounded)
combo 9 = 15 MP = 75 MP x 20% (and rounded)
combo 10 = 8 MP = 75 MP x 10% (and rounded)
combo 11 and higher = 8 MP = 75 MP x 10% (and rounded) (approximately correct)
Miscellaneous:
- offense: mana from minor mana potions gets rounded up, if it wouldn’t result in a whole number. For example, for mages and ninjas with 0% mana generation bonus the 25% minor mana potions give slightly more mana because of rounding
mages: 25% of 550 MP = 137.5 MP = 138 MP (rounded up)
ninjas: 25% of 490 MP = 122.5 MP = 123 MP (rounded up) - offense: mana steal % apply to the defense’s mana bar. That means for all fully charged fast 5* target that R&N’s 50% mana steal take 93 MP for each hero = 934 x 50% / 5 heroes
- mana steal: the stolen mana gets rounded down