Empire Defense Index, or EDI, is a number that indicates how effective a player will be at defending a building during an Empire War. Unlike BSI or LSI, this is a raw number that is not altered by a player's level, but instead measures their overall toughness. The formula is easy to do and is as follows:
(A*0.7 + D + H*0.2) / 100
Where A is Attack, D is Defense, and H is health outside of war, and then the entire thing is divided by 100 to make it more manageable. Like the Duel formula, we use 100% of the player's defense and 70% of a player's attack. In addition to this, 20% of a player's health is added as it is a factor, just not a big one. The reason health doesn't make a big difference is because when a player takes a health pack, they are only restored for 1800. So as long as a player has at least 2000 health, their maximum health does not matter at all as soon as they heal once. This is not a "Who's the toughest" or a "Who would win in a fight" number, it is the "Who should take a health pack to keep this building standing" number.
Like BSI and LSI, EDI eschews a lot of factors. Other things to consider are -first and foremost - whether that player is active or not, if the player is logged in as an Enforcer (due to the health boost), and defensive abilities (such as Juggernaut, Deflect, Payback, and several others). EDI is not a code that cracks the game open and gives us the answers, but a guiding hand to help us determine who should heal to protect what buildings.
With this in mind, when a building is in danger of going down, distribute health packs to the active defenders with the highest EDI for the best chance of winning.
(A*0.7 + D + H*0.2) / 100
Where A is Attack, D is Defense, and H is health outside of war, and then the entire thing is divided by 100 to make it more manageable. Like the Duel formula, we use 100% of the player's defense and 70% of a player's attack. In addition to this, 20% of a player's health is added as it is a factor, just not a big one. The reason health doesn't make a big difference is because when a player takes a health pack, they are only restored for 1800. So as long as a player has at least 2000 health, their maximum health does not matter at all as soon as they heal once. This is not a "Who's the toughest" or a "Who would win in a fight" number, it is the "Who should take a health pack to keep this building standing" number.
Like BSI and LSI, EDI eschews a lot of factors. Other things to consider are -first and foremost - whether that player is active or not, if the player is logged in as an Enforcer (due to the health boost), and defensive abilities (such as Juggernaut, Deflect, Payback, and several others). EDI is not a code that cracks the game open and gives us the answers, but a guiding hand to help us determine who should heal to protect what buildings.
With this in mind, when a building is in danger of going down, distribute health packs to the active defenders with the highest EDI for the best chance of winning.