Tactics Arena Online School
  teaching noobs since Feb. 11 2005  
   
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- The New Blocking System
Well, Implimented upon, March 29th 2006. A New blocking system was placed into the game by it's creator Seed. The basics are thus (quoted from Seed's newsletter).

Revised blocking system

"The blocking system makes compensations, basically lowering blocking chance when a unit blocks too much, or raising it if it doesn't block enough.

Some players understood how to calculate this compensation, allowing them to predict hits or blocks sometimes. To be more fair, the bonus to blocking is now shown to everyone."

 

What this means is when your units are attacked, their chance of blocking the next time lowers or raises, depending on if they were hit or not.

Now, the basics of blocking are as such, the unit's listed blocking is what it blocks as normally from the front as a percentage, and this number is cut in half for both sides. The back is always a 100% chance to hit.

80blocking.jpg

So, as seen above, a knight that normally has 80% blocking from the front will have 40% blocking from the sides and 0% from the back.

But here's the new blocking system, see the Blocking +97 in the picture?

This means that in addition to the knight's 80% blocking from the front, he'll get an extra 97% blocking from the front, this number is also divided in half for the sides. So the 40% blocking he normally has from the side is raised by 48.5% as well, so his side blocking is at 88.5% while his front blocking is at 100%. his back however is still 0%, this never changes.

These blocking additions only happen when a unit has been hit. It is hit it is more likely to block the next time because it has this blocking addition which is equal to the chance it had to be hit last time. So say a normal knight at 80% front blocking blocked a shot to his front, next turn he'll have a new -20 blocking. But as blocking is cut in half from the sides, when your knight blocks, the addition/ subtraction is multiplied from the sides. So say a normal knight got hit by a side shot. he had 40% blocking, so he gets an additional 40 x 2 = 80. He get's +80 blocking overall. This number is again cut in half for the side so he has 40% blocking plus half of +80 blocking (+40 blocking) from the side next time. Giving him a grand total 80% blocking from the side after just being hit from the side.

Take note of this scout, he has +49 blocking. So he therefore has 100% blocking from the front, and 30% +24.5 = 54.5% blocking from the side.

10cd7e51.jpg

It is impossible to get the scout because he has 60% blocking from the front + 49. The knight cannot successfully hit him from the front.

The same principles apply to being worse at blocking, for instance.

bd897709.jpg

The knight in this picture has normally 80% front blocking. But he has -44. so you get 80-44= 36% front blocking. If ever in doubt use the noob tool at the top left. This being, whenever you're attacking a unit, a percentage in brackets shows up telling you your chance of hitting the unit when attacking.

7bf01256.jpg

So the knight has 80% normal blocking, -44 = 36% blocking from the front. The bracketed number in white says your chance of hitting is 64%. How convenient! 100%-36%=64%!!! So if ever you are unsure, just use the bracketed number.

And a little tip you should know if you hadn't noticed. The - blocking and + blocking slowly go away and convert back to no additions or subtractions. They revert back faster when they're at more extreme levels. For instance a unit goes from -120 to -108 in one turn. or -11 to -7 in one turn. So if they're at a high -blocking then try and attack them again quickly before they go back to a more normal one, so that if you attack them if they were only -20 instead of -60, you still will probably get the hit (if it's a side shot for sure). But next time they'll probably have a higher +blocking if you attack them at -20 blocking, than if you had attacked them at -60. So attack enemy units as quickly as possible, always, so they don't heal them back faster, and so blocking differences are less drastic.


- Strategy

Now that you understand how this new blocking system works, let's incorporate how you can use it in your game to help you gain the edge.

OK! Let's say their scout was 3 squares away from your knight, and facing him, you could take 2 turns to reach him and attack his side, but let's say moving your knight to his side would put your knight in danger, or be pointless since the scout could retreat. We know the scout normally has 60% blocking. So what you could try, is attack his scout's front with yours, and then this will give his scout -40 blocking if the scout blocks. The next turn, march your knight in and attack the front, you should have an 80% chance of success. His scout is at 20 and your units are safe.

Or better yet, say it's the start of the game, you can attack his scouts front, (scouts are important to go after in any game, so they make good examples) march your knight in and take a swing, 4/10 times it'll hit so just hope for the best. if he doesn't block, then he's got +60 blocking and only 20 health. next turn attack his scouts front with your scout, he should block it no matter what. so now he only has +20 blocking, and even less since blocking additions and subtractions gradually move back towards the unit's normal blocking as the turns go by. so now, the next turn you march your knight over to the scout's side, and presto, dead scout (hopefully) and you're up a very important unit.

Of course, also use this knowledge to know when your units have no chance of blocking, and you should retreat them back and protect them until they go back to a more normal blocking percentage


- Thanks To Hzarz_Kar for helping get the screenshots.

Read this all, and you'll master the game.
 

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