OMD2: The Math
I posted this once before but it went somewhat under the radar. So I've added it to the combo bible and given its own post briefly to make people aware of it.
It'll make life a little easier when calcualting how many points per combo. Also some basic maths that I used in OMD1 to increase my base score values.
Finding out what a combo is worth:
x = combo value (ie x7 would be 7)
(for the record the highest completely theoretical combo I have calculated to be (im)possible is x22 which would give a whopping 104,857,600 for the single kill)
You can just keep doubling the score too. It's essentially the same thing - this formula just does it for you.
I stole Wyatans screenshot for this (I'm sure he won't mind)
THIS DOES NOT SHOW CORRECT NUMBERS ON ENDLESS MODE PAST LEVEL 40
I used the endless mode data because its much higher than normal data and shows better variances.
After a certain point you combo less but get more numbers. This will lower your average progressively which means for this to work properly a very high score that lasts a very long time will get much lower average combos than someone with a lower score that ended it much earlier.
Ideally you should only be using this technique on normal maps (ie not endless). If you do the numbers may not be correct. Remember I use ENDLESS on this screenshot just because the numbers are nice. Not because it'll generally give the right data.
Combat Kills 940 Score: 47,000
Trap/Minion Kills 1,379 Score: 137,900
Biggest Combo 13
Biggest Kill Streak 21
Kill Streaks 16,225
Skull Score 120,000
Money Score 1,075
Asside from the obvious (add all the scores together and you get the total score) this tells us much more.
With 940 combat kills this does not mean that combo's were missed. Only that something other than the warmages traps got the final blow. This is not necesarrily a bad thing - far from it. But it is not optimal and lowering this number means more kills are being applied by the traps and not the weapon of choice.
Trap Minion Kills:
The other half of the total that will give us the number of minions that passed through your devices is the trap kills. This is funadmentally what you want to be highest; showing the number of orcs and such that died due to trap oriented devices that will hopefully be maximising your combos. A large ratio difference here is ideal such as in this case where this number is far greater than that of the combo kills.
The 'average' combo is the number I use to know exactly what the average combo variance is. While you can get a dozen x14 combos and a huge amount of x0 combos you can score very highly but much lower than say; someone that gets a huge number of x10 combos on everything. Here you want to use this simple formula:
Combo Score / (Combat Kills + Trap Kills)
21,277,400 / (940+1,379) = 9175.2479517
Now we take our handy dandy combo list
Combo x3 200pts
Combo x4 400pts
Combo x5 800pts
Combo x6 1,600pts
Combo x7 3,200pts
Combo x8 6,400pts
Combo x9 12,800pts
Combo x10 25,600pts
Combo x11 51,200pts
Combo x12 102,400pts
Combo x13 204,800pts
Combo x14 409,600pts
And we notice that 9175 is between Combo x8 6,400pts & Combo x9 12,800pts. What this means is after the orcs that were missed opportunities, and general freak accidents his average total combo score was between x8 and x9 per orc.
The higher this number, the higher the score for the level will be. And to clarify we add the combat kills into the mix because this gives us the total number of deaths on the level and adjusts our variance slightly. It doesn't add up perfectly to a combo because there are other modifiers like orcs dying without comboing giving combat kill points etc etc. This does however give us some idea of where it is on the scale.
This concept does not work cross level really. You can use it to see if the same setup is functioning better on one level over another easily enough though. Like using the setup on The Edge then using the identical set up somewhere else and seeing what the averages are means it works better on one map than another.
You can also use the formula to see if your average combo's are rising or dropping with one set up over another. This is extremely useful when attempting to go for very high combo scores and dropping a lot of lower combos and finding that you fall short. You can run the maths and find out that your averages are running short.
You can also use it to find how many combo's you are dropping. For instance; if you have an ungodly combo score and you do all the maths and you find that it averages at x5 to x6 this means that you're actually getting a good deal of very high combo's on a portion of the guys coming through but dropping a great deal of combo's that are available potential to drastically increase your score. In this case Wyatan is rocking x8 - x9; however to push his score to the next level he really needs to push his score average into the next bracket of x9 - x10 average.
If another person came along and got a higher score than Wyatan but never got anything above x11 you could use this math to find out why. The reason would theoretically be because his general average would be in the range of x10 - x11, despite never reaching above x11. (assuming every single orc hit this high).
Asside from that though we can check for cheaters by simply adding up the score and checking the total.
Combat Kills 47,000
Trap/Minion Kills 137,900
Kill Streaks 16,225
Skull Score 120,000
Money Score 1,075
With cheaters it won't add up.
Well that's me for now. It's very easy to break it down further but there's really no point right now.
- The Trap Whisperer