I can't seem to find this information anywhere so I am starting this post. What determines plunder bonus caps? I fully understand that you need to have the proper amount spent in allies to REACH the cap but I have no clue what the numbers are for determining what the cap is. Against a 6.4m OSF I get 307k (rounded up) per forge as a cap on the plunder bonus. How much would I get per guild? Per SOS? Per T3 and T4 attack? Please do not respond with answers like "T4 gives more than T2!"... Or... "Building more things will raise your bonus cap!"....That's obvious information. In order to play efficiently and determine a build plan using simple math I would NEED to know the plunder bonus cap that each building gives. Thanks guys.
This used to be measureable, but the devs changed the mechanics, so it varied, depending on your own strength vs the defender's strength. I'm not sure if anyone has figured out the exact formula yet, but IMO, it doesn't really matter that much. We know how many allies to get, roughly.
Thanks for your response. That's kind of a nuisance and I suppose I will figure it out per building at lower amounts and relay the information somewhere. When you are deep in I'm sure it wouldn't matter much but when I'm just attacking OSF's WAY stronger than me I'm sure there's hard numbers that will remain as constants until I'm well into the HL's... Which is going to be a while. I'm surprised that with all the guides out there this information is not already available... It would just take a passing of a few bil to a not far progressed account to test each building to see what they give.
Not really that easy. As I said, it doesn't come down to just buildings anymore. It used to be that way, but scaling gold output with opponent strength made calculating it accurately exponentially more difficult. It's not a simple matter of testing each building for their plunder value anymore, since they change from case to case with differing strengths of targets, and attackers.
You have to factor in your build strength v theirs, the bonus you have from allies (stat wise) vs theirs, and many other factors that have yet to be mentioned. If you have not already I would recommend watching Corinthians YouTube videos about mechanics testing, while they do not cover this part of the mechanics it would give a firmer basis on which to start.
I tried this a little while ago for the shift guilds / SOS and the really important thing is to control for the target you hit. I.e., you've got to have a buddy who's willing to be online
At the same time as you and then go through the various configurations. We did do some of it but we always had some unexplained % of the cap account for by some variable we did not have in our formula