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TripleM

[Guide] How does SmartZap/Noobzap work? (Updated for v7.1+)

34 posts in this topic

ID: 1   Posted (edited)

KdhGY4y.jpg

 

So, you are here, because you heard of this mysterious feature "SmartZap" or "Noobzap", invented by a former developer, and great forum supporter, @LunaEclipse. But you dont know, what it does, or how to use it.

 

Most user use some variation of Barch or GiBarch to farm for resources from dead bases. This is great, but has one inherit problem. Many times, the dark elixier drills are located within the base, not the outer perimeter. Barch or GiBarch is great for cleaning the outer perimeter, but struggles to get inside to these precious drills. And here comes SmartZap/NoobZap into play. It uses Lightning or donated Earthquakes to strike at these drills, but has to estimate, because the bot is not able to detect the filllevel of a DE drill, like it does for Elixier Pumps.

 

But first thing first, to even use Smartzap/Noobzap, you have to make sure, the bot ends the battle, not that the time runs out. So you have to set an End Battle condition, else SmartZap/NoobZap wont be triggered. These are my settings, when i farm:

rzHELw5.jpg

 

Next you have to enable at least Lightning on SmartZap tab. If you activate Earthquake too, Zap will use donated quake spells too. Two Options, i will not explain much, are "Only Zap Drills in Dead Bases" and "TH Snipe Not Zap if Heroes Deployed". In live bases, zap usually does not make much sense, because the drills are usually empty, so we want to zap only dead bases. And when one snipes Townhalls with Heroes, one usually does not want to fight the battle further, when the townhall is destroyed, to protect its Heroes, so they dont need much healing afterwards.

[NEW v7.1] With "Strike For The Win" activated, SmartZap/NoobZap tries to reach 50%/1 Star after its usual zap routine.

 

So, battle ends and SmartZap/NoobZap takes over.
1. Check if Dark Elixier Storage is full

When your DE Storage is full, why would you zap DE Drills?

 

2. Is your Townhall of Level 7 or higher

When you are TH6 or lower, you cant even store DE. To know this, bot had to check your Townhall level at start. If you get the logmessage "You do not have the ability to store Dark Elixir, time to go home!", bot cant locate your Townhall, so you have to locate it manually, or else SZ/NZ will exit here. You can locate your Townhall manually here:

T3TMrvG.jpg


3. Enumerate Lightning and Earthquake spells

When you have no Lightning spells prepared, SZ/NZ will exit. These are my settings to train Lightning:

XVsF8Xl.jpg

 

4. Check if enough Dark Elixier is available

Now SZ/NZ checks, if the target village has at least a certain amount of dark elixier. For NZ it is specified in "Min. amount of Dark Elixier". [NEW v7.1] With SmartZap it instead does a calculation, if there is more dark elixier, than one would get with one zap of a lvl1 drill for TH7, lvl2 drill for TH8 or lvl3 drill for TH9+.

 

5. Enumerate Dark Elixier drills

Now it detects the Drills. If no drill is detected, it will exit.

 

6. Sort drills by content

Now they are sorted by there potential zappable content. What is potential zappable content, you ask? Quite easy, one can steal up to 75% of the content of a DE drill, a Lvl6 drill can hold up to 1800 DE, so potential zappable content for a lvl6 drill would be 1350 DE.

 

7. Look for Clusters of Drills

All remaining drills are checked, if they stand near each other, so one could zap two or even three drills at once. Cluster with most combined potential zappable content is used, and the median point for the cluster is calculated.

 

8. Zap first drill or Cluster

Zap whichever has higher content.

 

8.1. NoobZap

NoobZap just does this, it zaps the drill/cluster with Lightning. Then it compares the gained DE with "Expected gain of Dark Drills". If it is not good, it will remove the drill/cluster from list. If it is good, it will remove the gained DE from potential zappable content of the zapped drill or distribute the removal dependent on drill-HP over the drills of cluster. It also checks, if the zapped drill or the drills of the cluster are yet there or destroyed. Then it starts over with 6. until no drill or spells left or DE in the targetbase is less than "Min. amount of Dark Elixier".

 

8.2. SmartZap

SmartZap does many more things, before it actually zaps, just to make sure, it does not waste elixier. And it does zap first with the donated earthquake.

8.2.1 Conditions

8.2.1.1 First condition: 4/3/2+ Spells so attack any drill.

At first it checks if you have more than 4 Spells, if you are TH10 or higher, 3 Spells, if TH9 or 2 Spells, if TH8 or TH7. This is, because TH10 and 11 can have 5 own Lightning Spells, TH9 4, and TH8 and 7 3. If you have, it will zap any, or better the first drill or a cluster, with the most potential content.

8.2.1.2 Second condition: Attack Lvl 3/2/1+ drills if you have 3/2/1+ spells

If the first condition does not match, it will check if you have more than 3 Spells, if you are TH10 or higher, 2 Spells, if TH9 or 1 Spell, if TH8 or TH7 and additionally if the first drill is higher than lvl 3, if you are TH9 or higher, lvl 2, if you are TH8, or lvl 1 when TH7. If the condition matches it will zap.

8.2.1.3 Third condition: Attack Lvl 4/3/2+ drills with more then 30% estimated DE if you have less than 4/3/2 spells

If the second condition does not match, it looks, if you have less than 4 Spells, if you are TH10 or higher, 3 Spells, if TH9 or 2 Spell, if TH8 or TH7 and additionally if first drill is higher than lvl4, if you are TH9 or higher, lv3, if TH8 or lvl2, if TH7. Additionally it checks, if the potential drill to zap has at least 30% potential zappable content left.

8.2.1.4 Fourth condition: Attack, when potential left content in cluster is greater than gain for a single Lvl 5/4/3 drill.

If the target is a cluster, and the left potential content is higher, than one could gain with one zap from a lvl5 drill, if you are TH9 or higher, lv4, if TH8 or lvl3, if TH7.

8.2.1.5 Drill did not match any attack conditions, so we will remove it from the list.

If none of the 3 conditions match, drill will just be removed from list, and SmartZap starts over at 6. until no drill or spells left.

 

8.2.2 Zap Evaluation

Now SmartZap will evaluate the Zap, if it was worth it, and the drill/s can be zapped further, or if the drill/s was/were not worth it. It takes into account the actual level of the used spell, and does an accurate calculation, what one could expect with a given spell from a 75% filled DE drill at a given level. For those, who are interested, these are the formulas:

For Lightning: (Total amount of DE in drill at level * StealFactor (75%)) / Total Amount of HP of drill at level) * Damage of Lightning at level  * Estimated FillLevel (75%)

For Earthquake: Total amount of DE in drill at level * StealFactor (75%) * Damage of Earthquake at level  * Estimated FillLevel (75%)

If the actual gain is lower than this, it will remove the drill/s from list. The same goes for a destroyed drill. Else it will remove the gained DE from potential zappable content of the zapped drill or distribute the removal dependent on drill-HP over the drills of cluster. After that it starts over at 6. until no drill or spells left.

 

9. Check for donated Lightning

When all of the own Lightning Spells are used up, SZ/NZ can and will check for a donated Lightning. If you have one, it starts over again at 6.

 

10. [NEW v7.1] Strike For The Win

After all drill zapping is done, if you have activated "Strike For The Win", SZ/NZ will try to reach 50% destruction/1 star, if not already achieved.

10.1 Check, if 1 Star already reached.

At first it checks if you already achieved victory by getting at least one star. If so, it leaves.

10.2 Are some lightning spells left?

If no lightning spells are left, it returns home.

10.3 How much percentage is needed to get to 50%?

Now it calculates the needed percentage to reach the 1 star.

10.4 Enumerate easy targets

The enemy base will be searched for Hero altars and builder huts 3 times, with a time interval of 5 sec., to even get the altars with roaming heroes around. Any duplicate finds will be removed. Found targets will now be consolidated into "bigger" targets with more weight (weight of 1 = 1 building, weight of 2 = 2 buildings and so on), when in near vicinity. At last the targets will be sorted by weight.

10.5 Compare zappable targets with needed percentage

The remaining lightning spells will be allocated to the targets, ordered by weight(count). If it is not possible to reach 50%, FTW will not zap, but return home.

10.6 Zap targets until 1 star reached

FTW will now zap its targets, until it reaches 50%. It will not zap beyond 1 star. After that it returns home.

8eSySeq.gif

 

 

So, i hope, this guide clears more than it clouds, and that now you understand, how SmartZap/NoobZap works, which one to use, and most important, how it can help you.

 

Clash On

Edited by TripleM
v7.1+
20

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Good guide, maybe now ppl will finally understand how it works. Also don't forget to make sure TH was located if not - zap won't work. 

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Gerade eben schrieb mantaka:

Good guide, maybe now ppl will finally understand how it works. Also don't forget to make sure TH was located if not - zap won't work. 

have changed 2. accordingly

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Well done! Really a very well explained manual. 

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Can somebody still share some example settings ? :)

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ID: 6   Posted (edited)

Am 7.1.2017 um 22:11 schrieb wax:

Can somebody still share some example settings ? :)

 

Train Settings for Lightning Spells:

s0BXGds.jpg

 

SmartZap Settings:

i3BSvSC.jpg

Edited by TripleM
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Here also doesn't work smartzap in 6.5.2

 

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ID: 9   Posted (edited)

hmm.. @TripleM has error in history of Smartzap?

 

Feature was started by developer @knowjack back in v3, but never officially released as image detection challenges resulted in only ~60-70% accuracy (wasted spells 30% time). @knowjackworked with @didipe on closed source DLL image find and provided the alpha code to @drei3000, who release 1st Smartzap feature as MOD in July 2015.  Mod wasted spells on near empty drills roughly 30% of time, but it was still used by community.

 

@LunaEclipse rewrote the code using different image find library (ImgLoc), created/tuned new drill images, and re-released several versions of the MOD.  Key is @LunaEclipse version had more conditional logic to reduce the number of spells used when drills were not full.  While this version almost never used spells without returning Dark Elixir, it was considered too conservative by some - leaving 1/2 full drills behind during an attack when it had spells available. 

Even when @LunaEclipse joined the development team, Smartzap was never officially released by development team due goal that official releases be 99% bug free and work reliably.

In this developers opinion, Smartzap will likely never reach 99% reliability like dead base searching for many reasons. Biggest problems are; the small size of DE container on the drill, drill animation is constantly moving canister, and troops/heroes can block image.

 

The creation of NoobZap is relatively new MOD to SmartZap code.  Noobzap is hilarious concept for those that know the above history.  It primarily removed all the reliability enhancements added since 2015 to reduce number of wasted spells, returning feature to original elixir wasting poor accuracy available back in v3. :O

 

Bot On!

Edited by monkeyhunter
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ID: 10   Posted (edited)

vor 1 Stunde schrieb monkeyhunter:

hmm.. @TripleM has error in history of Smartzap?

 

Feature was started by developer @knowjack back in v3, but never officially released as image detection challenges resulted in only ~60-70% accuracy (wasted spells 30% time). @knowjackworked with @didipe on closed source DLL image find and provided the alpha code to @drei3000, who release 1st Smartzap feature as MOD in July 2015.  Mod wasted spells on near empty drills roughly 30% of time, but it was still used by community.

 

@LunaEclipse rewrote the code using different image find library (ImgLoc), created/tuned new drill images, and re-released several versions of the MOD.  Key is @LunaEclipse version had more conditional logic to reduce the number of spells used when drills were not full.  While this version almost never used spells without returning Dark Elixir, it was considered too conservative by some - leaving 1/2 full drills behind during an attack when it had spells available. 

Even when @LunaEclipse joined the development team, Smartzap was never officially released by development team due goal that official releases be 99% bug free and work reliably.

In this developers opinion, Smartzap will likely never reach 99% reliability like dead base searching for many reasons. Biggest problems are; the small size of DE container on the drill, drill animation is constantly moving canister, and troops/heroes can block image.

 

The creation of NoobZap is relatively new MOD to SmartZap code.  Noobzap is hilarious concept for those that know the above history.  It primarily removed all the reliability enhancements added since 2015 to reduce number of wasted spells, returning feature to original elixir wasting poor accuracy available back in v3. :O

 

Bot On!

 

Fine history lesson. I wasnt aware of zap history before @LunaEclipse. But i am not completely wrong, Luna made the Zap smart. :)

 

Btw. drills in an attacked village do not move. But yeah, DE container is quite small, and with tolerances not easily analyzable.

 

And the Original Smartzap Code isnt that conservative, it just needed more dynamics. I have rewrote many parts of it in DocOc, especially with dynamic calculated expectations, and now SmartZap only leaves some small drills standing. Bigger drills are most of the time drained of their content... or Lightning running out. :D

 

With NoobZap it is a similar case like with Quicktrain, some people want it, and use it, regardless if there is a far more advanced solution. And when it is removed, people want it back as mod. :dodgy:

Edited by TripleM
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