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Totally Accurated Battle Simulator deepening of each troop in destroying the wall

16,724
4,845
this is my first calculation posted here, so I started with something simple

Using this calculation, we can know that to destroy the wall on the Wild West map it takes 2,456884872968kg tnt(Low end) to 4,592297280306kg tnt(High end). With that in mind, I calculated how many attacks each troop in the game needs to destroy this wall (some troops cannot affect the wall directly or for some reason I didn't get consistent results even after multiple repetitive tests, these will be specified at the end of the count, along with troops that can be stronger than that based on specific attacks, skills, shoot multiple shoots per atack and that have more than one weapon that each do different damage)

how many blows it takes to destroy the wall:
25:
Bomb on a stick(Stick), Skeleton Archer, Potion Thrower
23: Ballooner(Hands)
21: Painter(Brush)
17: Ice Mage, Blowdarter, Painter(Brush)
16: Painter(Brush), Protector
15: Cupid, Painter(Brush)
14: Painter(Brush), Halfiling
13: Shadow Walker
12: Mace Spinner(Not spinning), Protector
11: Protector
10: Harpooner(Harpoon), Firework Archer, Protector
09: Sensei(Throws 3 shurikens per attack, the wall breaks in the third, probably more comparable to Ninja),Solar Architect, Peasant(used as a reference base for the rest of the verse), Lasso, Cactus(Hands), Dynamite Thrower(Hands), Bomb Thrower, Flintlock(Hands), Painter(Pallet), Protector
08: Mace Spinner(Spinning), Celestial Aegis, Candlehead, Ballon Archer, Monk
07: Sensei(Comparing to Ninja), Bank Robbers(Hands), Present Elf(Hands), Taekwondo(Hands), Shouter(Hands), Bomb on a stick(Hands), Barrel Roller(Hands), Pike(Hands), Dragon Carries(Hands), Ninja, Longship Carriers(Hands), Shield Bearer
05: Gatling Gun, CLAMS Clams, Raptor Rider(Spear), Void Cultist(Shield), Exiled Sentinel(Shield and axe forms), Righteous Paladin(Shield), Radiant Glaive(Shield), Skeleton Warrior(Shield), Flintlock(Guns), Brawler(Shield), Headbutter(Hands), Zeus, Wheelbarrow(Apple Thrower)
04: Cavalry(Shield), Wheelbarrow Dragon(Traveller), Witch, Raptor Rider(Shield), Raptor(Legs) Poacher, Da Vinci Tank(Cannon Balls), Jouster(Shield), Monkey King, Snake Archer, Hopilite(Spear), Bard, Hay Baler
03: Artemis(Normal Arrows), Chu Ko Nu(Bolts), Radiant Glaive(projectile), Pharao(Right Hand weapon), Flag Bearer, Banner Bearer, Swordcaster, Pumpikin Catapult, Skeleton Warrior(Sword), Halbeard, Fencer, Snake Archer Snake, Hopilite(Spear and Shield), Sarissa, Catapult, Knight(Sword and Shield), Wheelbarrow(Traveller), Farmer, Bone Mage(Staff), Clubber
02: Dragon Carries(Kick), Lady Red Jade(Guandao), Vlad(Main wooden stake), Bomb Cannon, Wheelbarrow Dragon(Traveller), Executioner, Ball 'n' chain(Ball), Jester(Daggers), The Teacher, Raptor(Bite), Void Monarch(First Form), Death Bringer, Void Cultist(Mace), Righteous Paladin(Hammer), Devout Gaunlet, Chariot(Sword and Shield), Pharao(Left Hand weapon), Boxer, Quick Draw, Miner, Captain(Sword), Blunderbuss, Musketeer, Hwacha(Arrows), Samurai, Valkyrie, Berserker, Brawler(Axe), Headbutter(Head), Hopilite(Shield), Archer, Squire, Harvester, Stone Thrower, Spear Thrower
01: Ice Giant(Punch), Artemis(Special Arrow), Tree giant, Shogun, Lady Red Jade(Tornado), Giant Samurai, Black Beard(all ways, even gently touching the wall it breaks), Cavalry(Spear and dashing), Giant Skeleton(Feet, shield, Sword), Necromancer(Knife), Present Elf(Present), Mace Spinner(Tornado), Taekwondo(Kick), Void Monarch(Second Form), Sacred Elephant, Sacred Elephant Rider(Spears), Super Peasant, Dark Peasant(Darkness Projectile), Super Boxer(Normal Punch), Tank(Projectile), Thor(Hammer), Mage(Sword), Pike(Pike), Deadeye, Reaper(Scythe), Pirate Queen(Sword and Kick), Captain(Gun and Kick), Cannon, Harpooner(Kick), Jouster(Lance), Jarl, Longship Riders, Minotaur(Hands), Balista, The King, Scarecrow Crow, Manmoth, Chieftain
Can't: Url(For some reason the axes don't do damage), Banshee(All atacks), Infernal Whip, Cheerleader, CLAMS, Fan Bearer, Tempest Lith, Time mancer(All forms), Divine Arbiter, Gunslinger, Dragon, Wheelbarrow Dragon(Fire), Ice Archer, Healer, Scarecrow

The following troops appear with contrasting information as they have very variable results during the tests so they should mostly be ignored, they are just there for the record: Protector, Traveller, Hopilite(Spear and Shield) ps: Painter is not a problem, because even with the inconsistent brush, the gun in his other hand is consistent, taking away the need to check the brush

The following troops fire multiple projectiles per attack and each projectile was analyzed so that it could count how many of the projectiles hit the wall before it broke using the game's super slow motion mechanism: Artemis(Normal Arrow), Sensei(This is an exception as I couldn't count how many projectiles hit the wall before it broke on the third attack in any of my attempts), Necromancer(Lantern)(the projectiles didn't do any damage, but I thought it made sense around here), Chu Ko Nu, Dark peasant(Darkness Projectile), Hwacha ps: Blunderbuss and Captain(Gun) fit here, but due to the nature of their projectiles it's not a problem to consider then single projectiles

The following troops have effects that damage other troops but do not affect the wall: Potion Thrower, Ice Archer(Technically doesn't deal damage, but serves as a secondary form of in-game damage that ignores durability), Dragon, Skeleton Archer, Candlehead Vampire, Blowdarter, Pharao(Habiliity), Mage(Electric Magic), Time mancer(Second Form), Mad Mechanic, Cupid, Ice Mage, Infernal Whip, Witch, Banshee(Hands), Necromancer(Lanter), Wheelbarrow Dragon, Url PS: Candlehead and Cupid(I know there ability doesn't cause damage but it's the best place I've found to put them without needing to create a new explanation tab)

The wall is not affected by explosive/air damage, the following troops have or could had their result affected because of this and would likely be able to tear down the wall sooner if it was affected by explosive/air damage: Potion Thrower(the area effect deals extra damage), Catapult, Longship, Firework Archer, Dragon, Bomb Thrower, Pirate Queen(Bombs), Pumpikin Catapult, Dynamite Thrower(Dynamite), Miner, Barrel Roller(Barrel), Mage(Electrical explosion), Thor(Hammer and lightning), Tank(Projectile), Super Boxer(Normal and special punch), Dark peasant(Darkness Projectile), Devout Gaunlet, Righteous Paladin(Light Hammer), Divine Arbiter, Sacred Elephant Rider, Time mancer(Second Form), Mad Mechanic, Void Monarch(Teleport), Ballooner(Falling), Bomb On a Stick(Stick), Fan Bearer, Shouter(Shout), Bank Robbers(Vault), Banshee(scream), Solar Architect, Wheelbarrow Dragon, Bomb Cannon(Probably the best example, even though it was an upgrade from the normal cannon it needed more attacks due to the explosion not affecting the wall), Black Beard(This one certainly didn't have the result changed, but it's good to put it here too to keep the score), Giant Samurai, Tree Giant, Ice Giant(Punch and ice breathe)

The following troops have multiple weapons or ways to do damage that cause different damage to the wall each, so it was specified which of the weapons were used to destroy the wall: Wheelbarrow(In this case, it's different troops that are from the same set, but anyway), Knight, Hopilite, Minotaur, Headbutter, Brawler, Longship, Jouster, Flintlock, Harpooner, Captain, Skeleton Warrior, Dynamite Thrower, Cactus, Pike, Barrel Roller, Pharao, Mage, Chariot, Thor, Tank, Dark peasant, Radiant Glaive, Righteous Paladin, Time mancer,
Exiled Sentinel, Void Cultist, Void Monarch, Ballooner, Bomb on a stick, Raptor, Jester, Ball 'n' chain, Shouter, Taekwondo, Raptor Rider, Mace Spinner, Present Elf, Bank Robbers, Banshee, Necromancer, Wheelbarrow Dragon, Giant Skeleton, Cavalry, Vlad, Black Beard, Lady Red Jade, Artemis, Ice Giant PS: Scarecrow, Snake Archer and CLAMS: I don't consider his invocations a way of causing him direct damage, so the invocations have their own ratings

The following troops have attacks or abilities that either don't interact the wall or I couldn't get them to be used on the wall for multiple reasons: Bone Mage(Bone Magic), Minotaur(Dash), Valkyrie(Dash, this one I don't even know if it causes damage), Longship, Jarl(Ice arena), Candlehead(Knockback), Vampire(Blood suking), Reaper(Tentacles), Cactus(Spike explosion), Gunslinger, Pharao, Mage(Electric magic), Thor(lightning), Tank(Run over), Super Boxer(Special Punch), Dark peasant(Hands), Righteous Paladin(Light Hammer), Void Monarch(Spikes and teleport), Ball 'n' chain(Jump), Shouter(Shout), Bank Robbers(Vault), Necromance(Lantern), Vlad(Ground stakes), Lady Red Jade(Tornado atack(not cheerleader tornado)), Shogun(Anime atack), Ice Giant(Ice Breath), All Horse legs, all that are in the Can't category

End of the notes: Shadow Walker: It seems to do much less damage to the wall than other troops, while it takes 13 attacks to destroy the wall, it can kill peasants with just one attack, while peasants need 2 hits to kill other peasantsm. Sensei: Due to the nature of his attack, I didn't even bother checking his ability

Now, what you all were expecting, CALCULUS!!!

ps: I just calculate each of the "Ranks", with a cell phone calculator, thus deciding where each troop that is located in that rank is located in its AP(The calculation will be done by dividing both the short and high ends of the Kg TNT by the rank and then converting to joules)

CALCULS:
25:
Low end: 411184,2523399 Joules. High end: 768566,872832 Joules.
23: Low end: 446939,4047173 Joules. High end: 835398,7748174 Joules.
21: Low end: 489505,0623094 Joules. High end: 914960,5628953 Joules.
17: Low end: 604682,7240293 Joules. High end: 1130245,401224 Joules.
16: Low end: 642475,3942811 Joules. High end: 1200885,7388 Joules.
15: Low end: 685307,0872332 Joules. High end: 1280944,788053 Joules.
14: Low end: 734257,5934642 Joules. High end: 1372440,844343 Joules.
13: Low end: 790738,9468075 Joules. High end: 1478013,216985 Joules.
12: Low end: 856633,8590415 Joules. High end: 1601180,985067 Joules.
11: Low end: 934509,6644089 Joules. High end: 1746742,8928 Joules.
10: Low end: 1027960,63085 Joules. High end: 1921417,18208 Joules.
09(The results are slightly different from the linked calculation in this thread as I simplified the number less before switching to joules than KieranH10, this shouldn't change the end result too much.): Low end: 1142178,478722 Joules. High end: 2134907,980089 Joules.
08: Low end: 1284950,788562 Joules. High end: 2401771,4776 Joules.
07: Low end: 1468515,186928 Joules. High end: 2744881,688686 Joules.
05: Low end: 2055921,2617 Joules. High end: 3842834,36416 Joules.
04: Low end: 2569901,577125 Joules. High end: 4803542,9552 Joules.
03: Low end: 3426535,436166 Joules. High end: 6404723,940267 Joules.
02: Low end: 5139803,154249 Joules. High end: 9607085,9104 Joules.
01: Low end: 10279606,3085 Joules. High end: 19214171,8208 Joules.

In other words:
All remain only "wall level" and those in "rank 1" with a "wall level +".
Troops in "rank 1" can be higher, if everything is right with my calculations and they are approved I will use this information to try to find the AP of the troops in this rank using attacks on the King, Pirate Queen and Ice Giant after calculating the Duration of them based on how many attacks a peasant takes to defeat them.

thank you all
 
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Damn ur out here doing my job for me. Respect.
It would be better to add this to a blog I guess.

You're gonna hate me when I say I plan to bring top tiers to 8-C tho 👀

This all seems generally fine, those that cant damage the wall or are inconsistent with it would likely be considered game mechanics, and they'd have scaling between other units anyways, so those aren't much of a problem.
This still applies for lower tiers once I've made the 8-C thing tho, so most units will still be scaling to the wall.
The verse will hopefully have some actual tier differences by the time it's done, I have stuff that may also get to 9-A for mid tiers, so it works out fine.
 
You're gonna hate me when I say I plan to bring top tiers to 8-C tho 👀
we have the same plans 👀

It would be better to add this to a blog I guess.
As I said at the beginning, this is my first calculation here, so I don't even know how to do this, lol

This all seems generally fine, those that cant damage the wall or are inconsistent with it would likely be considered game mechanics, and they'd have scaling between other units anyways, so those aren't much of a problem.
Thank you
This still applies for lower tiers once I've made the 8-C thing tho, so most units will still be scaling to the wall.
The verse will hopefully have some actual tier differences by the time it's done, I have stuff that may also get to 9-A for mid tiers, so it works out fine.
ok, how do you plan this upgrade?
 
MEH the god tiers have better feats like creating tornados and the absolute god tier who literally foders everyone can tank a dubius black hole
 
TABS has a lot of units with a lot of abilities, some of them can be calculated.
A few secret units have stuff where they're found that can be considered feats.

8-C will come from Thor, Mjolnir is found in a large crater which has destroyed a medium castle around it, rough estimates get 8-C. Top that with his Lightning which is arguably natural and it's pretty solid 8-C.

MEH the god tiers have better feats like creating tornados and the absolute god tier who literally foders everyone can tank a dubius black hole
Unfortunately the tornadoes are tiny, and the Black Hole cannot be considered legitimate.
 
I'll be doing a decent few TABS profiles in the near future, I've picked it back up recently so I have the motivation for it lol.
I have a sandbox here if anybody is interested.
Yes, I took a look, I imagine some are still incomplete, right?

But speaking of Profiles, I believe there is some information missing in some of the accepted ones and even wrong information

Necromancer and all skeleton troops should have immortality type 7 (the fact that the necromancer turns troops into skeletons when they die proves they are undead), some troops' attacks always target the closest opponent, which would give the least limited Homing Attack and for some reason the profile of dark pesont says he usually beats super pesont, when normally it's the opposite
 
Yes, they are all incomplete lol. They get uploaded when completed.

Immortality makes sense.

Troops attacking the closest opponent is either game mechanics, at best it can be considered part of their tactics.

Dark Peasant can win against the Super Peasant relatively often from what I've seen. Granted the profile may need rewording slightly.
 
Troops attacking the closest opponent is either game mechanics, at best it can be considered part of their tactics.
What I meant was that if you have a troop (An archer for example) and look at a spot that has no enemy, the archer will shoot straight at that spot (This is what happens to most troops, including melee troops), but if you have a necromancer for example (One of the troops that have this property) and go to the other side of the map where the enemy troop is and turn your back to it, when you attack with his lamp, the projectile it will go towards that enemy, even if you are not aiming for it (This is also valid for super peasants, I will only mention these for now as they are the only ones to have profiles yet)
Dark Peasant can win against the Super Peasant relatively often from what I've seen. Granted the profile may need rewording slightly.
Testing games, most of the time the super peasant wins at X1, he was practically made to defeat the dark peasants (he also possibly has resistance to Telekinesis, as when the dark peasants try to hold him with his dark hands, the super pesont just leaves dragging his hands with it effortlessly)

Question should be a civilization profiles???
Well... there's no way to be sure, but it's quite possible that each faction in the game is its own civilization (apart from the secret one)
 
Well... there's no way to be sure, but it's quite possible that each faction in the game is its own civilization (apart from the secret one)
All factions demonstrate a certain class hierarchy and a base of society (The king clearly shows a monarchy as an example, while quick draw is clearly a sheriff showing a police implementation in the Wild West, there are other clear examples if you look at the names and the desing of the troops in the game, but you can't be sure it's really civilizations)
 
What I meant was that if you have a troop (An archer for example) and look at a spot that has no enemy, the archer will shoot straight at that spot (This is what happens to most troops, including melee troops), but if you have a necromancer for example (One of the troops that have this property) and go to the other side of the map where the enemy troop is and turn your back to it, when you attack with his lamp, the projectile it will go towards that enemy, even if you are not aiming for it (This is also valid for super peasants, I will only mention these for now as they are the only ones to have profiles yet)
I understand. It is still Game Mechanics though.
Testing games, most of the time the super peasant wins at X1, he was practically made to defeat the dark peasants (he also possibly has resistance to Telekinesis, as when the dark peasants try to hold him with his dark hands, the super pesont just leaves dragging his hands with it effortlessly)
I will adjust the profiles then as this is just a justification fix. Resistance to TK is just the Super Peasant being stronger than the hands.
Question should be a civilization profiles???
I was originally going to do Civilization Profiles, but we don't have nearly enough information about the factions to make such profiles.
I also just saw that the dark peasants are as a secret unit instead of a Legacy troop
I will fix this too.
 
I did my calculations different I scaled the weaker units (30 - 400)to the clubber and I timed it how much more damage there weapons. for the stronger units(1000-6000) I scaled it to the Da Vinci tank, for the super boxer, super peasant, and dark peasant to a black hole(because of the dlc bug. here are tiers)

Clubber
attack: Small Building level
durability: Wall
speed: Supersonic+

Bone Mage
attack: Building
durability: Wall
speed: Supersonic+

Chieftain
attack: Building
durability: Small Building level
speed: Supersonic+

samurai
attack: Building
durability: Wall
speed: Supersonic+

da vinci tank
attack: Building
durability: Building
speed: Supersonic

Pirate queen
attack: Building
durability: Small Building level
speed: Supersonic+

Radiant Glaive
attack: Small Building level
durability: Wall
speed: Supersonic+

Divine Arbiter
attack: Small Building level
durability: Wall
speed: Supersonic+

Chronomancer
attack: Building,City Block(Large Star if scaled to dark peasant)
durability: City Block
speed: Supersonic+

Mad mechanic
attack: Building
durability: Wall
speed: Supersonic+

Tempest Lich
attack: city block
durability: Wall
speed: Supersonic+

Void Monarch
attack: Building: City Block(Large Star if scaled to dark peasant)
durability: ,City Block
speed: Supersonic+,light with teleport


Necromancer
attack: Building
durability: Small Building level
speed: Supersonic+

Ice Giant
attack: town
durability: town
speed: Supersonic+

Peasant
attack: Wall
durability: Small Building level
speed: Supersonic+

Thor
attack: Building
durability: Small Building level
speed: supersonic

Tank
attack: Large Building
durability: Large Building
speed: Supersonic+



super boxer
attack: City Block
durability:City Block
speed: Supersonic+

Super Peasant
attack: Multi-City Block(Town, two punches)(Galaxy when scaled to black hole)
durability: Multi-City Block
speed: Massively Hypersonic(Massively FTL+)

Dark peasant
attack: Multi-City Block(Town, two punches)(Galaxy when scaled to black hole)
durability: Multi-City Block
reaction: Massively Hypersonic (Massively FTL+ when scaled to super peasent)
 
I did my calculations different I scaled the weaker units (30 - 400)to the clubber and I timed it how much more damage there weapons. for the stronger units(1000-6000) I scaled it to the Da Vinci tank, for the super boxer, super peasant, and dark peasant to a black hole(because of the dlc bug. here are tiers)

Clubber
attack: Small Building level
durability: Wall
speed: Supersonic+

Bone Mage
attack: Building
durability: Wall
speed: Supersonic+

Chieftain
attack: Building
durability: Small Building level
speed: Supersonic+

samurai
attack: Building
durability: Wall
speed: Supersonic+

da vinci tank
attack: Building
durability: Building
speed: Supersonic

Pirate queen
attack: Building
durability: Small Building level
speed: Supersonic+

Radiant Glaive
attack: Small Building level
durability: Wall
speed: Supersonic+

Divine Arbiter
attack: Small Building level
durability: Wall
speed: Supersonic+

Chronomancer
attack: Building,City Block(Large Star if scaled to dark peasant)
durability: City Block
speed: Supersonic+

Mad mechanic
attack: Building
durability: Wall
speed: Supersonic+

Tempest Lich
attack: city block
durability: Wall
speed: Supersonic+

Void Monarch
attack: Building: City Block(Large Star if scaled to dark peasant)
durability: ,City Block
speed: Supersonic+,light with teleport


Necromancer
attack: Building
durability: Small Building level
speed: Supersonic+

Ice Giant
attack: town
durability: town
speed: Supersonic+

Peasant
attack: Wall
durability: Small Building level
speed: Supersonic+

Thor
attack: Building
durability: Small Building level
speed: supersonic

Tank
attack: Large Building
durability: Large Building
speed: Supersonic+



super boxer
attack: City Block
durability:City Block
speed: Supersonic+

Super Peasant
attack: Multi-City Block(Town, two punches)(Galaxy when scaled to black hole)
durability: Multi-City Block
speed: Massively Hypersonic(Massively FTL+)

Dark peasant
attack: Multi-City Block(Town, two punches)(Galaxy when scaled to black hole)
durability: Multi-City Block
reaction: Massively Hypersonic (Massively FTL+ when scaled to super peasent)
unfortunately damage status is not normally considered cannon so it is very unlikely that this is usable
 
Yes, we don't do hit point scaling or treat it as multipliers. If a game has very little lore (Such as Minecraft), then health of units helps to scale, but can not be relied upon on its own, feats must be proven in-game too.

Characters who break walls in multiple hits can technically be above wall level, for the record. The tiering system is arbitrary, and I've seen regular wall breaking feats as high as 8-C, and there's likely much higher ones that I don't know about.

The Black Hole cannot be used as it doesn't adhere to our black hole feat rules, it's just a big black ball that sucks stuff in and grows, so cannot be considered a genuine black hole. Else surviving it would be High 3-A.
 
Yes, we don't do hit point scaling or treat it as multipliers. If a game has very little lore (Such as Minecraft), then health of units helps to scale, but can not be relied upon on its own, feats must be proven in-game too.

Characters who break walls in multiple hits can technically be above wall level, for the record. The tiering system is arbitrary, and I've seen regular wall breaking feats as high as 8-C, and there's likely much higher ones that I don't know about.

The Black Hole cannot be used as it doesn't adhere to our black hole feat rules, it's just a big black ball that sucks stuff in and grows, so cannot be considered a genuine black hole. Else surviving it would be High 3-A.
I did think of the but It did say in the game notes it said "Added bug causing halflings to implode into black holes" but I do not know if that is sound logic. If it is then what dose it mean the hit harder than the void of a black hole
 
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