Esim - In Depth: Top Damage
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In Depth: Top Damage (Old article)
Posted 12 years ago by
Guy3000    
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Hello sWorld,

I'm sure articles have been made to calculate this already but I was curious what the *theoretical* highest possible damage would be in a single round without using medkits or the cheap glitch. WARNING: simple math ahead.

Please note this was made mostly for fun as the difficulty to get this amount of damage would be stupid and absurd as it would require insane amounts of luck, gold, and activity and that this amount will likely differ from the true theoretical amount due to rounding strategies used by eSim and the fact that the true top theoretical damage is infinite due to strength's ever-increasing nature (though I limit it to day 500 for purposes of calculation). I will go damage factor by damage factor and explain the optimal outcome.

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Let me start by reminding all that the damage per hit is: Damage per hit = S * W * R * D * L * F * U * B

S: Strength

This is a tricky factor as strength will always keep growing on a daily basis so the true top damage will never be found as the next day would have a higher top strength. However, we do know that strength gains are much lower after a certain amount of sessions at a meager +2 after 141 days.

W: Weapon Quality

This is simple, for the highest damage the player would use q5 weapons, this is clearly apparent with the buff factors meaning a 100% or 2 multiplier.

R: Military Rank

There is a top military rank, Generalissimus that gives a 2.26 damage multiplier.

D: Defense System

A q5 defense system has a 1.25 (or 25% more damage) multiplier.

L: Location Bouns

Of course, the player should take advantage of the 1.2 (or 20% location bouns) by moving to the defended region (I say defended because the player should get the DS and Hospital bonuses).

F: Debuff Multiplier

This should not apply as the route to core regions should be there so we keep a 1 multiplier.

U: Military Unit Orders

The elite military unit should set the orders to the battles to this battle for yet another 1.2 (or 20%) multiplier.

B: Boosts

The theoretical player should activate Steroids (+20%), Tank (+20% with q5), and Bunker (+25%) for a grand total of a 1.65 multiplier off buffs! Note that the Sewer guide is unusable as it requires being an attacker, not a defender.

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The formula for the number of hits before day change is: Number of Hits per day: (F + G + IB)/H

F: Health recovered from Food

With a q5 house and q5 food this means 750 HP (50HP per food * 15 foods/day). Note that this number can be increased using Extra vacations however, in the case of the highest damage per round it is more effective to wait for day change to get the 5 extra food consumption off the q5 house (due to its debuff).

G: Health recovered from Gifts

Same as above but with 15 q5 gifts, a q5 estate, and Extra spa being the unused buff.

IB: In-Bar Health

50HP is gained from day change and the bar can contain up to 100 HP therefore, we will say there is 100HP in the bar from the get go.

H: Hospital

You may be wondering why I've been keeping track of the health points gained because 10HP = 1 hit, right? That's usually the case, but what if the region has a q5 hospital? Then 10HP = 1.25 hits because each hit takes 7.5HP. This is significant as it means 25% more hits!

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Putting it all together!

Now comes the fun part, presuming the player has all the above namely that you are defending a core region that has a q5 hospital and a q5 defence system, all mentioned buffs, the round is between a day change, strength keeps going up 2 and doesn't stop, they have 100hp before fighting on the first day (+50HP from day change on the second day but keeping 40hp for the next day), they have 30 q5 food & gifts, *** q5 weapons, and a lot of gold to spare. Then we can calculate:

Total damage = Damage per Hit (1) * Number of Hits Per Day (1) + Damage per Hit (2) * Number of Hits Per Day (2)

(S[1] * W * R * D * L * F * U * B) * ((F + G + IB[1])/H) + (S[2] * W * R * D * L * F * U * B) * (F + G + IB[2])/H)

(S[1] * 2 * 2.26 * 1.25 * 1.2 * 1 * 1.2 * 1.65) * ((750+750+52.5[1])/7.5) + ((S[1]+2) * 2 * 2.26 * 1.25 * 1.2 * 1 * 1.2 * 1.65) * ((1250+1250+97.5[2])/7.5)

(S[1] * 13.4244) * (207 hits) + ((S[1]+2) * 13.4244) * (346 hits) + 2.5 hp left

Now let's do calculate the damage presuming a day 499/500 strength (1941/1943 strg.)

(1941*13.4244)*(207 hits) + (1943*13.4244)*(346 hits)

round(14418678.186)

14 418 678!

(using the glitch every day + 3 medkits [to make nice round numbers] would be an extra 60 + 9940 = 10 000 q5/q5 food/gift meaning an extra 500 000hp meaning an extra 66666 + 5hp +2.5hp = 66667 hits meaning an extra 66667 q5 guns to do this)

(1941*13.4244)*(207 hits) + (1943*13.4244)*(67013 hits)

Which would mean a staggering 1 753 334 652 722 damage! lol

I wonder who would win that round =P

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