Speed will help, extra HP won’t.
I think this will just be clearer if we run through an example where we determine the strength co-efficients and see how they’re applied.
Thankfully SOTL in his video did a Paladin vs Cavalier example we can go through.
Firstly to show off the equation. SOTL explains alpha and beta will be the strengths coefficients, A sub 0 and B sub 0 are the starting numbers of units, and A sub f and B sub f are the ending “final” numbers of units.
The two nearly identical equations just show you can come at this from either players side.
I would like to make special note at this time, that the strength co-efficients, alpha and beta, are in a fraction preceding enemy starting units, and don’t affect the exponent being applied to A sub 0 or B sub 0.
A couple notes on how SOTL determined the strength co-efficients, It’s based on finding their DPS over two minutes. Also as you can see in this example, it’s not really a head to head. the unit being attacked isn’t attacking back. we’re just trying to find out how many time it takes for, in this example, a champion to bring down a THS, and conversely, a THS to bring down a champion.
Using this methodology SOTL finds that a Paladin requires 21.159 seconds to defeat a Cavalier. The Cavalier being weaker than the Paladin, requires 30.682 seconds.
he uses the inverses, so that the stronger the unit, shorter the time that unit needs to defeat another, results in a bigger number.
so 1 divided by 21.159 = .047262, and 1 divided by 30.682 = .032593. When you work out the fraction it equates to just a touch over 1.45 (1.450066). All this is saying is that Cavaliers require 45% more time to defeat a Paladin, than a Paladin requires to defeat a Cavalier. And just to double check, 21.159 x 1.45066 = 30.68194.
In this example, SOTL is revisiting his Paladin vs Cavalier topic, so he’s trying to figure out how many paladins, X, is equivalent to 36 Cavaliers.
The strength co-efficients are placed into a fraction preceding X. So you re-arrange and the equation is 36 squared = (1.45)X sqaured.
which comes out to about 30.
Now, you might be looking at the equation and noting that we are using an exponent of 2, and not an exponent of 1.8 (SOTL actually found 1.77 was best fit, I’ve been rounding to 1.8 in this topic for brevity), and you may be thinking to yourself “see, we used stronger units, so the exponent increased.”
Let’s hold onto that for just a second.
As you can see in this portion of the video, when SOTL is experimentally determining the best exponent fit for champions, and finds 1.68 (which I’ve previously rounded to 1.7 in this topic) to be the best fit, he starts the battles with the red champions and the green champions separated. This is important. Champions have no range and are relatively slow, so they can’t perfectly translate their numbers advantage into an actual increase in fighting capacity. They have to walk over, and bump into each other, before they can find a target to attack, and in that situation 1.68 is the best fit.
Going back to the Paladin Cavalier example tho, we see something very different. The Paladins and Cavaliers are all mixed together first, intentionally placed to be that way in the scenario editor, THEN the battle is started. This is how SOTL did his testing in his original two paladin vs cavalier videos, so he replicated the setup during this part of his video when he’s revisiting the topic.
However because all the units are mixed together, unit movement to find an enemy is extremely efficient, more efficient that you’d ever see in a real situation. So the fact that Paladins and Cavaliers, don’t have a ranged attack is largely mitigated. THAT is the reason SOTL uses an exponent of 2, instead of 1.77. He uses an exponent of 2, not because the paladin and cavalier are stronger, but because in this example where units are artificially arranged to all have convenient close targets to each other, the lack of a ranged attack is almost entirely mitigated, thus the paladins and cavalier almost entirely satisfy the assumptions of the square law, where attacks must be continuous. In a situation where units are mixed in like this, there is extremely little wasted time finding an enemy, so the exponent ends up very close to maximum of 2.
Additionally, it’d make very little sense if the strength of the unit mattered in regards to what exponent is used, that we still used an exponent of 2 in the paladin v cavalier example for BOTH paladins and cavaliers, and not some lower exponent for the cavalier.
To make it even clearer this is the exponent SOTL found matched for 5 skirms vs 10 skirms, exponent of 1.94. I’m not a 2900 ELO player, but I’m pretty sure skrims are weaker than champions, but skirms best fit when they have the higher exponent.
So a units hp, attack, attack speed, armor, NONE of that will change the exponent. All of those will change how effective one unit is vs another 1v1, which is represented in the strength co-efficients we determined by finding the inverse of seconds required for one unit to defeat another. But the strength of the units doesn’t factor into the exponent.
Speed tho can. Speed doesn’t help you defeat an opponent faster, but it does help if your units are faster so that they waste less time finding enemy units to attack, which allows them to more closely satisfy the assumptions of the square law where attacks must be continuous. less wasted time walking around equals higher exponent.
It occurs to me when you’d previously asked about civ specific champion exponents, that I should have mentioned the Celts, as they benefit from a slight movement speed bonus. I don’t think the effect would be very large. generic champions, which move at .99 tps a second, have an exponent of 1.68 whereas knights moving at, assuming they have husbandry, 1.485 tps have an exponent of about 1.77. So Celt champions with a TPS of 1.035, while not a large improvement, there is some improvement and I was remiss for not mentioning them previously.
Roman Legionaries within the aura of a Centurion, top out at a speed of 1.14 TPS, so they too would benefit from a slightly larger exponent, and should have mentioned them previously, but only because of the additional movement speed. Their attack speed buff would factor into the strength co-efficient, but not the exponent.
If we do some rough math and take the speed and exponent difference of a knight and a champion, we find that for about every .55 TPS movement speed increase there’s an increase to the exponent of about .01. I wouldn’t take this math tooooo seriously, it implies a sufficiently fast unit could exceed an exponent of 2. Also I can’t know for certain if the champions/knights in SOTLs examples had squires/husbandry researched. However if assume those techs were researched and we’re comfortable using this methodology for TPS values between .99 and 1.485, we can estimate that the exponent for Celt Champions should improve from 1.68 to about 1.69, and Roman Legionaries when buffed by Centurion, should improve from 1.68 to about 1.71. So not large increases to the exponents, but increases nonetheless.
So in summary, units being offensively stronger (hp, attack, attack speed, armor) effects the strength coefficients but not exponent. Range and unit movement speed, which determines how well an army can translate it’s number advantage into more units actually attacking continuously, does effect the exponent.