Thursday 1 August 2013

Loot Explained

                


(This information was taken off the forum)

Guide to Calculating Loot

Gold/Elixir Loot:

The percentage of gold/elixir that can be stolen from storages is 25% and is capped at 198k. This means that if more than 792k is being held in storages, it is subject to the cap.

The percentage of gold/elixir that can be stolen from mines/collectors is 50% and is capped only by the storage capacity of the mine/collector.

There is an additional 1k of each resource that can be stolen inside the Town Hall.

Therefore, calculated loot = (25% x stored resources, up to 198k) + (50% x amount in mines/collectors) + 1k.

This means that the maximum calculated loot, for each resource, that can be stolen from 1 opponent (with maxxed mines/collectors and full storages) is: 198k + (6 x 75k) + 1k= 649k.

These figures are BEFORE the multiplier is applied. The multiplier is what is behind the loot “penalty” and the loot “bonus”. The amount of AVAILABLE loot= calculated loot x multiplier. The multiplier is determined as follows: 

5% for attacking someone with a TH 4+ levels lower than the attackers.
25% for attacking someone with a TH 3 levels lower than the attackers.
50% for attacking someone with a TH 2 levels lower than the attackers.
90% for attacking someone with a TH 1 level lower than the attackers.
100% for attacking someone with a TH level equivalent to the attackers.
110% for attacking someone with a TH 1 level higher than the attackers.
150% for attacking someone with a TH 2 levels higher than the attackers.
200% for attacking someone with a TH 3+ levels higher than the attackers.


Maximum loot after the multiplier is applied is [(200%) x (198k + 6 x 75k)]+1k = 1.297 million of either gold or elixir. This is almost impossible for someone to actually raid, though.

The comprehensive formula for finding available loot is:

(multiplier percentage) x [(25% x storage amount, capped at 198k) +(50% x mine/collector amount) + 1k]=loot

NOTE: The 1k that the TH stores is subject to the PENALTY, but not the BONUS, as 1k is the most it can ever store.



Dark Elixir Loots:

Dark elixir storages have 5% available for raiding and dark elixir drills have 75% available for raiding. The cap for raiding from the storage is 2k, while the drills are raidable according to (75% of uncollected DE) x (loot multiplier) or the maximum capacity of the drill, whichever is lower.

The formula for dark elixir loots is:

(multiplier percentage) x [(5% x storage amount) + (75% x amount in drill(s))]= loot

Notes:

The multiplier data is from here: http://forum.supercell.net/showthrea…ot-has-changed

The wiki page with multiplier data is:
http://clashofclans.wikia.com/wiki/Town_Hall#Town_Hall_and_Match_Making

Wiki page on raiding: http://clashofclans.wikia.com/wiki/Raids#Loot

Here is a web calculator based on these formulas: http://www.cocarmyplanner.net78.net/armyPlanner.html

If anyone finds a mistake in the data or has additonal information to add, please leave a comment. I still may need to edit this because of the update, so if anything appears wrong please let me know.

Last edited by zachUVA; 3/19/2013 at 12:56 PM. Reason: clarifyed DE drill info



No comments:

Post a Comment