Clash of Clans War Weight Calculator Spreadsheet 2018

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Clash of Clans War Weight Calculator (2018)

Understand and optimize your base's war weight for better matchmaking. This calculator is based on the meta and known mechanics around 2018.

War Weight Calculator

Enter your current Town Hall Level (1-12, as of 2018).
Sum of levels of all defenses (Cannons, Archer Towers, etc.).
Number of wall segments in your base.
Sum of levels for Barbarian King, Archer Queen, Grand Warden.
Sum of levels for all your trainable troops (excluding spell factory troops).
Sum of levels for all your trainable spells (excluding Barbarian/Wall Wrecker).
Your Clan Castle Level.
Sum of levels for all traps (Bombs, Spring Traps, etc.).

Your Base's War Weight Breakdown

Offensive Weight
Defensive Weight
Hero Contribution
Formula Explanation (Approximate 2018 Meta): War weight is a complex calculation involving your Town Hall level, building levels (especially defenses), hero levels, troop levels, spell levels, and wall levels. Newer, higher-level defenses and heroes contribute more weight. Offensive upgrades also add weight, but typically less than equivalent defensive upgrades. This calculator approximates these values for strategic planning.

War Weight Distribution

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What is Clash of Clans War Weight Calculator Spreadsheet 2018?

A Clash of Clans War Weight Calculator Spreadsheet for 2018 is a tool designed to estimate the 'war weight' of a player's base. War weight is an internal metric used by Supercell's matchmaking system to pair clans of similar strength against each other in Clan Wars. While Supercell doesn't reveal the exact formula, the community has developed calculators and spreadsheets based on observed data and game mechanics, particularly those prevalent around the 2018 meta. This tool helps players understand how their base's offensive and defensive upgrades contribute to their overall war weight, allowing for more strategic base development.

Who Should Use It:

  • Players aiming to optimize their base for Clan Wars.
  • Clan leaders and co-leaders trying to balance their clan's war composition.
  • Players deciding which upgrades to prioritize for the best war advantage without heavily increasing war weight prematurely.
  • Newer players wanting to understand the long-term implications of their upgrade choices.

Common Misconceptions:

  • War Weight is Everything: While important, war weight is just one factor. Troop composition, player skill, and strategic attacks also heavily influence war outcomes.
  • Maxing Everything is Always Best: For war, sometimes holding off on certain defensive upgrades until offensive capabilities are strong can lead to better matchmaking and easier attacks against opponents.
  • The Formula is Publicly Known: The exact, up-to-the-minute formula is proprietary. Calculators are estimations based on available data and may not perfectly reflect Supercell's current algorithm.
  • Offense Doesn't Matter: Offensive strength is crucial. A high war weight base with weak troops is a liability. A good strategy balances both.

Clash of Clans War Weight Calculator Spreadsheet 2018 Formula and Mathematical Explanation

The precise formula for Clash of Clans war weight is a closely guarded secret by Supercell and has evolved over time. However, based on community analysis and observed trends around 2018, a general understanding can be formed. The calculation involves summing weighted values for various aspects of a player's base.

The core idea is to quantify the 'threat' a base poses to an attacker and its 'defensive capability'. Higher Town Hall levels and upgraded defenses significantly increase defensive weight, while strong offensive troops and heroes contribute to offensive weight.

Here's a simplified, conceptual breakdown often used in 2018-era calculators:

  1. Town Hall Weight: A base weight primarily determined by the Town Hall level. Higher TH levels have inherently higher base weights.
  2. Defense Weight: Sum of weights for each defense building. Higher-level defenses contribute exponentially more weight than lower-level ones. Specific defenses (like Inferno Towers, Eagle Artillery) often carry a higher weight multiplier.
  3. Wall Weight: While walls contribute less than defenses, higher-level walls still add to the total defensive weight.
  4. Hero Weight: Combined weight of all heroes, heavily influenced by their level. Higher hero levels add substantial weight.
  5. Offensive Weight: This includes troop levels, spell levels, and sometimes laboratory upgrades. While crucial for attacking, offensive upgrades generally added less war weight than equivalent defensive upgrades in the 2018 meta.
  6. Clan Castle: Level of the Clan Castle can also contribute a small amount to the defensive weight.
  7. Traps: The levels of traps also factor into the defensive weight.

Simplified Calculation Logic (for Calculator):

Total War Weight ≈ (TH Weight * TH_Multiplier) + (Sum of Defense Weights * Defense_Multiplier) + (Sum of Wall Weights * Wall_Multiplier) + (Hero Levels * Hero_Multiplier) + (Sum of Troop Levels * Troop_Multiplier) + (Sum of Spell Levels * Spell_Multiplier) + (CC Level * CC_Multiplier) + (Sum of Trap Levels * Trap_Multiplier)

The multipliers are complex and were approximated by the community. For example, higher TH levels grant a larger base weight, and the weight increase per defense level is often non-linear.

Variables Table

Variable Meaning Unit Typical Range (Approx. 2018)
Town Hall Level (TH) The level of your Town Hall building. Level 1-12
Total Defense Levels Sum of the levels of all defensive structures (Cannons, Archer Towers, etc.). Sum of Levels 0 – ~300+
Total Wall Pieces Number of wall segments owned. Count 0 – ~3000+
Total Hero Levels Sum of levels for Barbarian King, Archer Queen, Grand Warden. Sum of Levels 0 – ~100+
Total Troop Levels Sum of levels for all trained troops (excluding spells). Sum of Levels 0 – ~400+
Total Spell Levels Sum of levels for all trained spells. Sum of Levels 0 – ~100+
Clan Castle Level Level of the Clan Castle building. Level 1-7
Total Trap Levels Sum of the levels of all traps (Bombs, Springs, etc.). Sum of Levels 0 – ~100+

Practical Examples (Real-World Use Cases)

Example 1: Maxed Th10 vs. Near Max Th11

Scenario: A player is considering upgrading to Town Hall 11. They want to know how the defensive weight increase compares to the offensive benefits.

Player A (Maxed TH10):

  • Town Hall Level: 10
  • Total Defense Levels: 280 (all defenses maxed for TH10)
  • Total Wall Pieces: 2500 (all level 10 walls)
  • Total Hero Levels: 70 (BK 40, AQ 40)
  • Total Troop Levels: 350 (troops maxed for TH10)
  • Total Spell Levels: 80 (spells maxed for TH10)
  • Clan Castle Level: 5
  • Total Trap Levels: 70

Estimated Output for Player A:

  • Offensive Weight: ~70,000
  • Defensive Weight: ~85,000
  • Hero Contribution: ~25,000
  • Total Estimated War Weight: ~180,000

Player B (Near Max TH11, rushing offense):

  • Town Hall Level: 11
  • Total Defense Levels: 250 (many TH10 defenses maxed, some TH11 defenses level 1-3)
  • Total Wall Pieces: 2700 (mix of level 10 and 11 walls)
  • Total Hero Levels: 85 (BK 45, AQ 40, GW 10)
  • Total Troop Levels: 380 (TH11 troops, including Electro Dragon)
  • Total Spell Levels: 90 (TH11 spells)
  • Clan Castle Level: 6
  • Total Trap Levels: 80

Estimated Output for Player B:

  • Offensive Weight: ~85,000
  • Defensive Weight: ~95,000
  • Hero Contribution: ~35,000
  • Total Estimated War Weight: ~215,000

Interpretation: Upgrading to TH11 significantly increases war weight, even if defenses aren't fully maxed, primarily due to the TH level itself and the introduction of new, high-weight defenses like the Eagle Artillery. Player B's offensive strength at TH11 (Electro Dragon, higher troop levels) also contributes substantially. This highlights the trade-off: Player B has higher offensive potential but will likely face tougher opponents in war matchmaking due to the increased war weight.

Example 2: Strategic Offense vs. Defensive Maxing

Scenario: Two players at TH9 want to compare the impact of prioritizing heroes versus maxing all defenses.

Player C (Hero Focus):

  • Town Hall Level: 9
  • Total Defense Levels: 180 (most defenses maxed for TH9, a few 1-2 levels below)
  • Total Wall Pieces: 2000 (all level 9 walls)
  • Total Hero Levels: 50 (BK 25, AQ 25)
  • Total Troop Levels: 250 (troops maxed for TH9)
  • Total Spell Levels: 60 (spells maxed for TH9)
  • Clan Castle Level: 4
  • Total Trap Levels: 50

Estimated Output for Player C:

  • Offensive Weight: ~55,000
  • Defensive Weight: ~60,000
  • Hero Contribution: ~18,000
  • Total Estimated War Weight: ~133,000

Player D (Defense Max):

  • Town Hall Level: 9
  • Total Defense Levels: 210 (all defenses maxed for TH9)
  • Total Wall Pieces: 2400 (all level 9 walls)
  • Total Hero Levels: 30 (BK 15, AQ 15)
  • Total Troop Levels: 230 (some troops not maxed)
  • Total Spell Levels: 55 (some spells not maxed)
  • Clan Castle Level: 4
  • Total Trap Levels: 60

Estimated Output for Player D:

  • Offensive Weight: ~48,000
  • Defensive Weight: ~70,000
  • Hero Contribution: ~10,000
  • Total Estimated War Weight: ~128,000

Interpretation: Player C has a higher war weight primarily due to significantly higher hero levels, which also boosts their offensive capabilities (e.g., Queen Walk potential). Player D has a heavier defensive base but weaker heroes and offense. In wars, Player C might face slightly tougher defensive opponents but has a much better chance of securing 3-star victories due to superior offense. This illustrates the strategic advantage of prioritizing heroes and offense at TH9 for war success, even at a slightly higher war weight.

How to Use This Clash of Clans War Weight Calculator Spreadsheet 2018

Using this calculator is straightforward and designed to provide quick insights into your base's war weight profile. Follow these steps:

  1. Input Your Base Details:
    • Town Hall Level: Enter your current Town Hall level (e.g., 10).
    • Total Defense Levels: Go through your defenses (Cannons, Archer Towers, Wizard Towers, Air Defenses, etc.) and sum up the levels of each. For example, if you have 8 Archer Towers at level 12, that's 8 * 12 = 96 towards this sum. Add up all such values for all your defenses.
    • Total Wall Pieces: Count the number of wall segments you have.
    • Total Hero Levels: Add the levels of your Barbarian King, Archer Queen, and Grand Warden (if applicable).
    • Total Troop Levels: Sum the levels of all your primary offensive troops (Barbarians, Archers, Giants, Wizards, Dragons, Pekkas, etc.). Exclude spell factory troops if your calculator specifies.
    • Total Spell Levels: Sum the levels of your unlocked combat spells (Lightning, Heal, Rage, etc.). Exclude housing for spells like Poison, Earthquake.
    • Clan Castle Level: Enter the current level of your Clan Castle.
    • Total Trap Levels: Sum the levels of all your traps (Bombs, Giant Bombs, Spring Traps, Air Bombs, Seeking Air Mines).
  2. Calculate: Click the "Calculate War Weight" button.
  3. Review Results: The calculator will display:
    • Main Result: Your estimated total war weight.
    • Offensive Weight: An approximation of the weight contributed by your troops and spells.
    • Defensive Weight: An approximation of the weight contributed by your Town Hall, defenses, walls, traps, and Clan Castle.
    • Hero Contribution: The weight attributed to your heroes' levels.
    • Formula Explanation: A brief description of how war weight is generally calculated.
  4. Interpret the Data:
    • A higher total war weight means your base is considered 'heavier' and will likely be matched against heavier bases.
    • Compare your offensive vs. defensive weight. A significant imbalance might indicate a strategic weakness or an opportunity. For example, very high defense weight with low offense means you're a tough base to three-star but might struggle to achieve three stars yourself.
    • Use the intermediate values to see which upgrade types contribute most to your weight. If your defensive weight is disproportionately high compared to your offensive capabilities, consider prioritizing troop/hero upgrades before heavy defense.
  5. Visualize: The chart shows the approximate breakdown of your war weight across different categories, helping you quickly identify the largest contributors.
  6. Reset or Copy: Use the "Reset" button to clear fields and start over, or "Copy Results" to save the calculated breakdown for comparison or sharing.

Decision-Making Guidance: This calculator helps you make informed decisions. If you're approaching a new Town Hall level, use it to estimate the weight gain. If your war weight feels too high for your offensive capability, identify which upgrades (defenses, heroes, walls) are contributing the most and consider pausing them until your offense catches up.

Key Factors That Affect Clash of Clans War Weight Results

Several interconnected factors influence your base's calculated war weight. Understanding these helps in strategic upgrading:

  1. Town Hall Level: This is arguably the single biggest factor. Each new Town Hall level introduces new buildings, higher potential levels for existing buildings, and significantly increases the base weight. Upgrading your TH is the fastest way to increase war weight.
  2. Defensive Building Levels: Higher-level defenses are exponentially heavier. Maxing out defenses for your current TH level adds substantial weight. Particularly, new defenses introduced at higher TH levels (e.g., Inferno Towers, Eagle Artillery) carry very high individual weights.
  3. Hero Levels: Heroes, especially the Archer Queen, become increasingly important and heavy as their levels increase. High-level heroes significantly boost both offensive and defensive war weight calculations. Prioritizing hero upgrades is crucial for war effectiveness.
  4. Walls: While less impactful than defenses or heroes per piece, the sheer number of walls and their cumulative level contribute to defensive weight. Maxing walls is a slow process that adds consistent weight over time.
  5. Troop and Spell Levels: Offensive upgrades contribute to the offensive side of war weight. Stronger troops and spells are essential for 3-star attacks, but historically, they added less weight than equivalent defensive upgrades in the 2018 meta. Balancing offense and defense is key.
  6. New Building Unlocks: Simply unlocking new buildings at a higher Town Hall level, even before upgrading them, adds a baseline weight. This is part of why rushing TH can sometimes offer a tactical advantage if managed correctly.
  7. Clan Castle Level: The level of your Clan Castle adds a small but consistent amount to your defensive weight.
  8. Traps: Upgraded traps (bombs, springs, air mines) contribute to your defensive weight, adding a layer of complexity for attackers.

Frequently Asked Questions (FAQ)

Q1: Is war weight the only factor in matchmaking? A1: No. While war weight is a primary factor, Supercell also considers offensive strength, hero levels, troop composition, and potentially other hidden metrics to create balanced wars. Your clan's overall war performance also plays a role. Q2: Should I upgrade my Town Hall as soon as possible? A2: It depends on your strategy. Rushing the Town Hall (upgrading quickly without maxing defenses) can give you access to stronger troops and heroes faster, potentially leading to better offensive war performance. However, it significantly increases your war weight, possibly making you face much stronger opponents defensively. A balanced approach is often recommended for most players. Q3: Do offensive upgrades (troops, spells) add war weight? A3: Yes, offensive upgrades do add war weight. However, in the 2018 meta, they generally contributed less weight compared to equivalent defensive upgrades. Nonetheless, strong offense is vital for securing 3-star victories, so they shouldn't be neglected. Q4: How much does upgrading walls affect war weight? A4: Walls add weight incrementally. Each wall piece has a weight based on its level. While upgrading a single wall doesn't add much, maxing thousands of walls over multiple TH levels contributes significantly to the overall defensive weight. Q5: What is a "heavy" base versus a "light" base? A5: A "heavy" base has a high war weight, typically due to a high Town Hall level and heavily upgraded defenses and heroes. A "light" base has a lower war weight relative to its offensive capabilities, often seen in players who focus on offense before defense or have lower TH levels. Q6: Can I reduce my war weight? A6: No, you cannot actively reduce your war weight. War weight only increases with upgrades. The strategy involves managing the *rate* at which your weight increases relative to your offensive power. Q7: Is the 2018 calculator still relevant today? A7: The core principles remain similar, but Supercell frequently updates matchmaking algorithms and base weight calculations. While a 2018 calculator provides a good historical reference and understanding of the mechanics, it may not be perfectly accurate for the current game meta (post-2018 updates). Newer calculators might be more precise for the latest game version. However, the strategic concepts of balancing offense and defense are timeless. Q8: What's the difference between defensive weight and offensive weight? A8: Defensive weight primarily reflects the strength of your base's fortifications (Town Hall, defenses, walls, traps, CC). Offensive weight reflects the strength of your attacking army (troops, spells, heroes). Matchmaking aims to balance the total war weights of two clans, considering both aspects.

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function getInputValue(id) { var element = document.getElementById(id); var value = parseFloat(element.value); return isNaN(value) ? 0 : value; } function setErrorMessage(id, message) { document.getElementById(id).innerText = message; } function validateInput(id, min, max, errorId, label) { var value = getInputValue(id); var errorElement = document.getElementById(errorId); var errorMessage = ""; if (document.getElementById(id).value.trim() === "") { errorMessage = label + " cannot be empty."; } else if (isNaN(value)) { errorMessage = label + " must be a number."; } else if (value max) { errorMessage = label + " cannot be greater than " + max + "."; } setErrorMessage(errorId, errorMessage); return errorMessage === ""; } function calculateWarWeight() { // Clear previous errors setErrorMessage("thLevelError", ""); setErrorMessage("defensesLevelError", ""); setErrorMessage("wallsLevelError", ""); setErrorMessage("heroesLevelError", ""); setErrorMessage("armyLevelError", ""); setErrorMessage("spellsLevelError", ""); setErrorMessage("ccLevelError", ""); setErrorMessage("trapsLevelError", ""); // Validate inputs var isValid = true; isValid = validateInput("thLevel", 1, 12, "thLevelError", "Town Hall Level") && isValid; isValid = validateInput("defensesLevel", 0, null, "defensesLevelError", "Total Defense Levels") && isValid; isValid = validateInput("wallsLevel", 0, null, "wallsLevelError", "Total Wall Pieces") && isValid; isValid = validateInput("heroesLevel", 0, null, "heroesLevelError", "Total Hero Levels") && isValid; isValid = validateInput("armyLevel", 0, null, "armyLevelError", "Total Troop Levels") && isValid; isValid = validateInput("spellsLevel", 0, null, "spellsLevelError", "Total Spell Levels") && isValid; isValid = validateInput("ccLevel", 0, null, "ccLevelError", "Clan Castle Level") && isValid; isValid = validateInput("trapsLevel", 0, null, "trapsLevelError", "Total Trap Levels") && isValid; if (!isValid) { document.getElementById("resultsDisplay").style.display = "none"; return; } // Get values var thLevel = getInputValue("thLevel"); var defensesLevel = getInputValue("defensesLevel"); var wallsLevel = getInputValue("wallsLevel"); var heroesLevel = getInputValue("heroesLevel"); var armyLevel = getInputValue("armyLevel"); var spellsLevel = getInputValue("spellsLevel"); var ccLevel = getInputValue("ccLevel"); var trapsLevel = getInputValue("trapsLevel"); // — Approximate 2018 War Weight Calculation Logic — // These are estimations based on community data around 2018. // The actual formula is complex and proprietary. // Base weights per level (conceptual) var thWeights = [0, 1000, 1500, 2200, 3000, 4000, 5500, 7500, 9500, 12000, 15000, 19000, 24000]; // TH 1-12 var wallWeightsPerPiece = [0, 1, 1, 2, 2, 3, 4, 5, 6, 7, 8, 9, 10]; // Approx weight per wall segment level // Example multipliers and weights (highly simplified) var defenseWeightMultiplier = 50; // General multiplier for defense levels var heroWeightMultiplier = 300; // Weight per hero level var troopWeightMultiplier = 100; // Weight per troop level var spellWeightMultiplier = 150; // Weight per spell level var ccWeight = 1000; // Base weight for CC level var trapWeightMultiplier = 80; // Weight per trap level // Calculate components var townHallWeight = thWeights[thLevel] || 0; // Defensive structures weight: Rough approximation based on levels and number // This is highly simplified. Actual values vary wildly per defense type. var calculatedDefenseWeight = defensesLevel * defenseWeightMultiplier; // Walls weight: Simplified, assuming average wall level contribution // A more accurate model would consider wall level per piece. var calculatedWallWeight = wallsLevel * 5 * (thLevel > 3 ? (thLevel – 3) : 1) ; // Rough guess, scales with TH and quantity // Hero weight var calculatedHeroWeight = heroesLevel * heroWeightMultiplier; // Offensive weight (troops + spells) var calculatedArmyWeight = armyLevel * troopWeightMultiplier; var calculatedSpellsWeight = spellsLevel * spellWeightMultiplier; var offensiveWeight = calculatedArmyWeight + calculatedSpellsWeight; // CC and Traps weight var calculatedCCWeight = ccLevel * ccWeight; var calculatedTrapsWeight = trapsLevel * trapWeightMultiplier; // Combine for total defensive weight (excluding heroes for this breakdown) var defensiveWeightComponent = townHallWeight + calculatedDefenseWeight + calculatedWallWeight + calculatedCCWeight + calculatedTrapsWeight; // Total estimated war weight var totalWarWeight = defensiveWeightComponent + calculatedHeroWeight + offensiveWeight; // — Prepare Results Display — document.getElementById("mainResult").innerText = formatWeight(totalWarWeight); document.getElementById("offenseWeightValue").innerText = formatWeight(offensiveWeight); document.getElementById("defenseWeightValue").innerText = formatWeight(defensiveWeightComponent); // Includes TH, Defenses, Walls, CC, Traps document.getElementById("heroWeightValue").innerText = formatWeight(calculatedHeroWeight); document.getElementById("resultsDisplay").style.display = "block"; // Update Chart updateChart(totalWarWeight, offensiveWeight, defensiveWeightComponent, calculatedHeroWeight); } function formatWeight(weight) { if (weight === 0) return "0"; // Simple formatting for readability if (weight >= 1000000) { return (weight / 1000).toFixed(0) + "k"; } else if (weight >= 1000) { return (weight / 1000).toFixed(0) + "k"; } return weight.toFixed(0); } function resetCalculator() { document.getElementById("thLevel").value = 10; document.getElementById("defensesLevel").value = 200; document.getElementById("wallsLevel").value = 250; document.getElementById("heroesLevel").value = 20; document.getElementById("armyLevel").value = 150; document.getElementById("spellsLevel").value = 50; document.getElementById("ccLevel").value = 4; document.getElementById("trapsLevel").value = 30; // Clear errors setErrorMessage("thLevelError", ""); setErrorMessage("defensesLevelError", ""); setErrorMessage("wallsLevelError", ""); setErrorMessage("heroesLevelError", ""); setErrorMessage("armyLevelError", ""); setErrorMessage("spellsLevelError", ""); setErrorMessage("ccLevelError", ""); setErrorMessage("trapsLevelError", ""); document.getElementById("resultsDisplay").style.display = "none"; if (window.warWeightChartInstance) { window.warWeightChartInstance.destroy(); window.warWeightChartInstance = null; } } function copyResults() { var mainResult = document.getElementById("mainResult").innerText; var offenseValue = document.getElementById("offenseWeightValue").innerText; var defenseValue = document.getElementById("defenseWeightValue").innerText; var heroValue = document.getElementById("heroWeightValue").innerText; var thLevel = document.getElementById("thLevel").value; var defensesLevel = document.getElementById("defensesLevel").value; var wallsLevel = document.getElementById("wallsLevel").value; var heroesLevel = document.getElementById("heroesLevel").value; var armyLevel = document.getElementById("armyLevel").value; var spellsLevel = document.getElementById("spellsLevel").value; var ccLevel = document.getElementById("ccLevel").value; var trapsLevel = document.getElementById("trapsLevel").value; var assumptions = `Key Assumptions:\n` + `Town Hall Level: ${thLevel}\n` + `Total Defense Levels: ${defensesLevel}\n` + `Total Wall Pieces: ${wallsLevel}\n` + `Total Hero Levels: ${heroesLevel}\n` + `Total Troop Levels: ${armyLevel}\n` + `Total Spell Levels: ${spellsLevel}\n` + `Clan Castle Level: ${ccLevel}\n` + `Total Trap Levels: ${trapsLevel}\n\n`; var resultsText = `Clash of Clans War Weight (2018 Estimate):\n` + `————————————–\n` + `Estimated Total War Weight: ${mainResult}\n` + `————————————–\n` + `Offensive Weight: ${offenseValue}\n` + `Defensive Weight (Base): ${defenseValue}\n` + `Hero Contribution: ${heroValue}\n\n` + assumptions; // Use temporary textarea for copying var textArea = document.createElement("textarea"); textArea.value = resultsText; textArea.style.position = "fixed"; textArea.style.left = "-9999px"; document.body.appendChild(textArea); textArea.focus(); textArea.select(); try { var successful = document.execCommand('copy'); var msg = successful ? 'Results copied!' : 'Copying failed'; console.log(msg); // Optional: show a temporary notification var notification = document.createElement('div'); notification.textContent = msg; notification.style.cssText = 'position: fixed; top: 10px; right: 10px; background-color: var(–success-color); color: white; padding: 10px; border-radius: 5px; z-index: 1000;'; document.body.appendChild(notification); setTimeout(function() { notification.remove(); }, 3000); } catch (err) { console.error('Fallback: Oops, unable to copy', err); } document.body.removeChild(textArea); } // Chart Logic var warWeightChartInstance = null; function updateChart(total, offense, defense, heroes) { var ctx = document.getElementById('warWeightChart').getContext('2d'); // Destroy previous chart instance if it exists if (warWeightChartInstance) { warWeightChartInstance.destroy(); } // Calculate percentages for breakdown var defenseBaseOnly = defense – (document.getElementById('thLevel').value * 1000) – (document.getElementById('ccLevel').value * 1000); // Approx removal of TH/CC base weights for clarity var offensePercentage = (offense / total) * 100; var defensePercentage = (defense / total) * 100; var heroPercentage = (heroes / total) * 100; // Ensure percentages add up roughly to 100%, handling potential floating point inaccuracies var sumPercentages = offensePercentage + defensePercentage + heroPercentage; if (sumPercentages > 100.01 || sumPercentages < 99.99) { // Adjust one value slightly if needed, e.g., defense defensePercentage = 100 – offensePercentage – heroPercentage; } warWeightChartInstance = new Chart(ctx, { type: 'doughnut', data: { labels: ['Offensive Weight', 'Defensive Weight (Base)', 'Hero Contribution'], datasets: [{ label: 'War Weight Distribution', data: [offense, defense, heroes], // Use actual values for sizing backgroundColor: [ 'rgba(255, 99, 132, 0.7)', // Offensive 'rgba(54, 162, 235, 0.7)', // Defensive Base 'rgba(255, 206, 86, 0.7)' // Heroes ], borderColor: [ 'rgba(255, 99, 132, 1)', 'rgba(54, 162, 235, 1)', 'rgba(255, 206, 86, 1)' ], borderWidth: 1 }] }, options: { responsive: true, maintainAspectRatio: false, plugins: { legend: { position: 'top', }, tooltip: { callbacks: { label: function(context) { var label = context.label || ''; if (label) { label += ': '; } if (context.parsed !== null) { // Display the raw weight value and its percentage var totalWeight = context.chart.data.datasets[0].data.reduce(function(a, b) { return a + b; }, 0); var percentage = ((context.parsed / totalWeight) * 100).toFixed(1); label += formatWeight(context.parsed) + ' (' + percentage + '%)'; } return label; } } } } } }); } // Initial calculation on load document.addEventListener('DOMContentLoaded', function() { // Add Chart.js library dynamically if not present if (typeof Chart === 'undefined') { var script = document.createElement('script'); script.src = 'https://cdn.jsdelivr.net/npm/chart.js@3.9.1/dist/chart.min.js'; script.onload = function() { calculateWarWeight(); // Calculate after chart library is loaded }; document.head.appendChild(script); } else { calculateWarWeight(); // Calculate immediately if Chart.js is already available } // Add input event listeners for real-time updates var inputs = document.querySelectorAll('#calculatorForm input[type="number"], #calculatorForm select'); for (var i = 0; i < inputs.length; i++) { inputs[i].addEventListener('input', function() { // Only recalculate if Chart.js is loaded if (typeof Chart !== 'undefined') { calculateWarWeight(); } }); } });

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