Divine Conqueror level 30

Divine Conqueror mods lvl 30Mobile Strike has recently launched a new version on the Divine Conqueror mod. The stats from level 24 to the new level 24 have continued to build on the new attributes like Corrosive, Overpower and Indestructible.

In addition they are also covering Nuclear Attack which is a totally new variable in the Divine Conqueror mods.

The interesting is the overall coverage of defense and health variables for rallying and when fighting around the CP.

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Divine Troop T9 vs T8

Today Mobile Strike launched a new Tier of Troops called Divine Troops.

Divine TroopThe troop Tier comes very fast after the Tier 8 Infinity Troops.

The new Tier fits quite well into the statistics of the troops and the overall army composition. Each Tier gives in the range of 20-25% power gain. The first Tiers not included.

 

The table below shows the battle statistics of the new Divine Troop T9 vs the existing Tiers.

Divine Troop T9 table

Based on the statistics in the table above, we can also see how a relative low volumes of a high Tier attack deployment can do massive hurt to a defending base.

If 1 – Tier 9 soldier, can take down over 330 Tier 1, the possibility of sending a troop of up to 7B troop Tier 9 with full attack boost could probably easily take out MT levels of low quality Troop compositions like T1 and T2.

Divine Deathtrap vs Warlord vs Judgement gear

It’s no doubt Mobile Strike is increasing the stats on multiple fronts before the big Kill Event.

 

Deathtrap gear

Today Mobile Strike launched the new Divine Deathtrap gear.  The gear is an upgrade of the Judgement gear if we look at the stats on the elements it’s covering, meaning it’s defensive in nature with focus on health, defense and shielding of the different war elements.

On the other hand in gives a significant boost of the Troop Attack, with numbers in the KT range.

The table below is a short comparison of the new gear vs the two other most relevant gears out there.

 

Deathtrap comparison

The enhancements will still be following the juggernaut/ judgement enhancement parts.

 

Train new soldiers or promote them?

It’s a building called Troop Academy. This building let you promote soldiers to a higher Tier.

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The process works by first choosing the soldier type you want to promote, then you choose the soldier type you want the soldier to be promoted to.

The question is – is it cheaper to promote a soldier or is it better to dismiss him and train a new one?

The answer is very clear. It’s cheaper to dismiss a soldier of a lower Tier and train a new soldier of a higher Tier rather than promote him.

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The table shows a Tier 5 promoted to T6 Immortal vs. training a new Immortal

 

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As we can see the cost of training a new soldier is almost 50% cheaper.

So the advice is – Dismiss soldiers and train new ones.

Troop composition with T8

We have earlier discussed troop composition with T5, T6 and T7.

Read step 1 in Troop composition 

Now we will add in T8 to the mix and at the same time look at the attack deployment composition.

Power Calculations

We have earlier calculated that Normal Troop types are the Type that has the least disadvantages compared to the other Troop Types.

When it comes to attack is thus a bit different, mostly due to the opposite calculation of the probabilities in an attack situation, so in a deployment setup vs a Base defense setup, we would slightly prefer Mercenary Troop Type.

The tables below shows a good example of a basic Deployment Setup consisting of T8 to T6.

If we again look at the ratios of power of Troop times power of Tier, we see that each Tier gives each Entity about an 25% increase weighted for power. Meaning that you need 50 T8 to get the same power balance as 100 T6.

Tactical Rapid Deployment

The second part of the presets below is the tactical advantage you have of mixing and matching troops when you deploy rapidly during a battle. In between these presets it is recommended to alternate a max queue Ghost Deployment. Ghost Deployment is a Deployment without the commander.

If you choose max queue you will automatically get the commander included. This is something you need to avoid, because it alter the defense ratio of the Base.

Below is a 3 preset setup for T8,T7,T6 Deployment. This is constructed with cost of training as an input variable in addition to the power ratio alone.

Preset 1 – Infantry

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Preset 2 – Tactical

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Preset 3 – Armored Vehicle

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Mobile Strike – Assault Vehicle Hangar

Today Mobile Strike launched a new attack component. The new Assault Vehicles are having the same type of stats as the other Troop elements except the introduction of Nuclear  Attack which is new.

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The vehicles needs the commander, so all the new stats with the STAT part of Mobile Ops are supporting this new building and its deployment options.

On the other side, this means also that if someone is using the new Tombstone item with a forced death time of the commander of about a week. This building with its attacks will not be working during this time.

The attacks seems to be ment for rallying, especially since the attacks are very commander oriented.

The attacks with ie. the tanks are working the same way as with gear. If the commander dies, the vehicle’s are returned to inventory. So whatever upgrades and/or enhancements that have been done on the vehicles are not being lost if you loose the commander in the attack.

 

 

 

 

 

Mobile Strike tips – Advanced Troop composition


Comparing Troop types for weakness and strength is one of the first rules we discussed.

First read the linked documents below, in order to understand Base structure, Commander and Gear, Troop Enhancement etc.

Most importantly you need to understand the Troop structure.

For a reminder of the Basic setup read this first.

For the structure and different defenses and attacks read this

In this article we will look further into a more advanced setup of troops, analyzing power ratios, training cost and troop type weaknesses and strengths.

Power Ratio

The Power Ratio is telling us how much stronger one Tier is compared to another.

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The Power of a trooptype is connected to its Tier, but the power is not linear between the different Tiers.
As you can see from the pictures above.

Aspect to consider when building a troop composition:
– Viewing different Tiers based on cost (rss)
– Viewing different Tiers based on time to train , Speed Ups
– Viewing different Tiers based on change in power
– Viewing different Troops based on their weakness and strength towards other troop types in context of the expected forces defending on the Base/ CP your going to attack/ rally against.

Statistical proofs

1. The average power across all Tiers right now is 38. That means that T 5 and above is higher than average. Since the scale between each Tier is not linear, the largest delta/ change in power exist between T5 and T6 for Tiers above average. Isolated it concludes that T6 is the best Tier, power wise.
2. Cost of training troops are becoming a bit difficult to calculate since T7 and T8 uses other rss/ resources than the other Tiers, but if we can see this as training days instead, we can conclude that the best Tier to build vs cost and time is T5. Picture below show the rss need for the different Tiers. Please note that this is with Divine Jungle Fully Enhanced and modded.

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3. The best troop type we can have is Normal Troops. The reason for this is that these troops have less weaknesses than both Advanced or Mercenary troop types.

Pictues below for proof after analysis:

Based on the three conclusions above we should focus our troop on Normal Troop and spread with big volumes on T5 and T6, then just build as much we can for T7 and T8.

It’s a good start when beginning higher Tier fighting to spread evenly over all types of troop meaning:
40%Troops
– T5 30% Infantry,Tactical,Armored Vehicle,Artillery
– T6 40% Infantry,Tactical,Armored Vehicle,Artillery
– T7 20% Infantry,Tactical,Armored Vehicle,Artillery
– T8 10% Infantry,Tactical,Armored Vehicle,Artillery
30%Advanced Troops
– T5 30% Infantry,Tactical,Armored Vehicle,Artillery
– T6 40% Infantry,Tactical,Armored Vehicle,Artillery
– T7 20% Infantry,Tactical,Armored Vehicle,Artillery
– T8 10% Infantry,Tactical,Armored Vehicle,Artillery
30%Mercenary Troops
– T5 30% Infantry,Tactical,Armored Vehicle,Artillery
– T6 40% Infantry,Tactical,Armored Vehicle,Artillery
– T7 20% Infantry,Tactical,Armored Vehicle,Artillery
– T8 10% Infantry,Tactical,Armored Vehicle,Artillery

This means total 100% of the Troop spread across Normal, Advanced and Mercenary, then divided further based on each Tier and Troop Type.

This setup is documented statistically, and is considered a proper ground setup. However this is only still abit rudimentary, since we need to consider Attack vs Defense, Boost, Bonuses CP /Base attack, deployment size/ rally size, bulletts, Insignias, Chemical warfare etc.. this will be discussed in another article to combine what we know so far and to put it all in to one Solution.