Prostagma? Age of Mythology: Retold tools

Tools

Combat Simulator

Compare two AoM units with Prostagma-styled stat panels, readable combat math, and icon-first upgrade context.

Estimated Outcome

Hoplite

HOPLITE WINS

HP Remaining
47.5
Hits To Kill
10
Time To Kill
10s

1 caveat apply — see Limitations below.

Attacker

Units
65 HP
Crush 99% Hack 15% Pierce 15%
6 Pierce Primary Attack Damage
6.75 Effective Damage
1s Rate Of Fire
15 Range
4.00 Speed
18.00 Line of Sight
18 Attacks Needed
18s Time To Kill

Age Context

Selected Upgrades

0 selected

No upgrades selected.

Advanced Details

Cost

35 55

Attack Profile

RangedAttack Damage: 6 Pierce Range: 15 Rate of fire: 1s

Unsupported / Not Included

  • Classical Age General: Data SetUnitType is not included in the estimate.
  • Classical Age General: Data SetUnitType is not included in the estimate.
  • Classical Age Greek: Data Enable is not included in the estimate.

Defender

Units
115 HP
Crush 99% Hack 40% Pierce 10%
8 Hack Primary Attack Damage
6.8 Effective Damage
1s Rate Of Fire
0.75 Range
4.94 Speed
16.00 Line of Sight
10 Attacks Needed
10s Time To Kill

Age Context

Selected Upgrades

0 selected

No upgrades selected.

Advanced Details

Cost

50 40

Effects Applied

Context Effects
Archaic Age Zeus HandAttack Bonus vs Building +0.6
Archaic Age Zeus Speed +15%: 4.3 becomes 4.94

Modified Stats

Speed 4.3 → 4.94

Attack Profile

HandAttack Damage: 8 Hack Range: 0.75 Rate of fire: 1s

Unsupported / Not Included

  • Classical Age General: Data SetUnitType is not included in the estimate.
  • Classical Age General: Data SetUnitType is not included in the estimate.
  • Classical Age Greek: Data Enable is not included in the estimate.

Why This Outcome

Attacker
Resolves With
RangedAttack
Effective Damage
6.75 per attack after armor and bonuses
Derived Damage Rate
6.75
Defender
Resolves With
HandAttack
Effective Damage
6.8 per attack after armor and bonuses
Derived Damage Rate
6.8
Limitations & Unsupported Details (1)
  • V1 estimates a stationary matchup using attack damage, armor, rate of fire, quantity, and selected effects. Pathing, micro, projectile travel, overkill, healing, splash, and on-hit effects are not simulated.