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Messages - nitrodavid

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76
sorry it's 3, i edited the previous post (i have so many sheets i sometime open the wrong revision), additionally i was not using that burn AVERAGE value in the % values i gave in those posts.

if you interested it uses the Infinite geometric series http://en.wikipedia.org/wiki/Geometric_progression

your burn will average a damage of 1 for a turn (0,1,2 average to 1).
and the chance that it will still be able to role on the next turn is 2/3 (ie not a 0)
which comes to Sum = 1/(1-2/3) = 3

77
fire ball (6d,0p,4b1,11b2)
gives 22% and 76% (full half)

 with ring (7d,0p,3b1,10b2)
gives 37% and 87%

you beat me to it I was adding the burn calculator today

note this only counts the burn damage for 1 turn. I didn't have the time to add geometric progression calculator. but from my battle simulator I can tell you that each burn will have a eventual value of 3 damage I didn't include that because this was just 1 hit percentages not average damage

***EDIT: changed correction, average burn damage is 3 not 1.75

78
I did the maths (probability function with armour is tedious)

an attack like hurl bolder (7d,0p)
has a 23% chance to destroy tol in 1 turn. if it is on 4 HP it has 77% chance.

 now a creature like steel claw (7d,1p)
for full and half health it has 27 and 85% respectively.

 now a high penetration creature like  slayer (4d,2p) gives 0.6% and 50% (full, half)
the same creature with +2 attack (6d,2p) gives 17% and 83%

without listing every combination I can tell you the trend if you want to have a 1 in 5 chance to 1 hit KO use the bolder. if you want to kill it in 2 or more turns get a creature or weapon with 2 or more piercing.

79
Strategy and Tactics / Re: 'Wizard's Castle' Turtling Strategy
« on: July 02, 2013, 08:32:33 PM »
back some reverse attacks.

both wizard tower and war machines are predictable, that is you know when they will attack. for machine it is every 2nd turn while tower is when wizard  gets enough spare mans. try to time your siege accordingly

80
forgot to mention
movement: teleport, teleport trap, force push/bash/wave

81
 I am just sceptical of the suggestion of spending 3 actions (or 2 for 1-2 extra mana) which is already 1 turn to avoid the temple from targeting you for 1-3 turns. so you have lost 15-23 mana to gain those turns. since the tol only cost her 9 mana it comes off as a good trade for the priest.

additionally the tower has range of 0-2 so each single wall will only defend the 2 squares directly behind it. throwing the walls to the side are a waste unless you plan to stay in those squares.

82
how about something along this line, all decks should have a card that does a certain effect then list the cards. you should have at least one card in each category.

de-equipt: explosion, dissolve
 dispel: dispel, destroy magic
 armour: chest, ele cloak, book
mana efficient damage: creatures, weapons
burst damage: attack spells, battle fury
avoid guard: elusive, creatures, ranged attacks
life regen: regrowth/belt, vampire, heal, life drain.

 etc
you can see how this will better help new players as they can find a neccesary spell for each deck

83
with armour know that every point if armour will decrease your damage taken by .5 until you have the same armour as the attack dice your receiving. and on average you will reduce there attack by 1/2 damage (if you have more armour then 2x there attack die).
what this means is if you are against a swarm of 4 dice creatures don't get more then 4 armour, if against 6 don't get more then 6 etc.

if you want best value you guess/calculate the average dice of all the attacks you will take (ie try to deflect the strong ones) then get armour equal to that number.

 note: that 2 armour is equal to 1 aegis and aegis isn't reduced by piercing
is that the quote where you got the 4 is the magic Armour number? what this post means is you dont want to get any more defence then half the average dice you will receave. you dont have to have that armour but you should not have more then it.

ok i am at my computer now so i can type easier

the issue i see is i a lack of understanding of each other point. to clear it up i will state my point clearly
"the elemental cloak should not be added into every spell book made"

to justify this point i will refer back to the warlord

QTYMaxCard TypeCard NameSpell
 lvl
SchoolCasting CostSpell Book CostTotal Book Cost
1
2
Bearskin Armor
1
Nature
6
2
2
1
2
Dragonscale Hauberk
1
Fire
6
2
2
1
3
Elemental Cloak
1
Arcane
6
3
3
1
2
Leather Boots
1
War
2
1
1
1
2
Leather Gloves
1
War
2
1
1
1
3
Storm Drake Hide
1
Air
6
2
2
1
2
Wind Wyvern Hide
1
Air
6
2
2

so to compare similar cost items

elemental cloak vs a chest armour + boots or gloves

i have already mentioned in a previous post the efficiency of the 1 extra Armour of of the chest vs the universal elemental resistance. to continue that point you must see what elements you are likely to take damage from.
there are only a 3 sources where you can take lightning damage from they are
  • 1 creature (Lightning angle)
  • 5 lightning attack spells
  • 1 damage barrier
while there are many more sources of fire damage
  • 3 creatures
  • 1 wall
  • 1 trap
  • 1 damage barrier
  • 1 wepon
  • 4 attack spells

there is currently no frost damage in the game so that is irrelevant.

so for and effecent spread of damage resistance you are best to equip your self with the flame resistant chest armour and a pair of boots or gloves. these cost you 4 mana less and provide you more damage protection due to the +2 Armour by comparison.

THEN if you feel the need to add extra items to boost your defense by all means throw in a ele cloak and one of every equipment items you need but as you will only have the mana generally to equip between 3-5 items you should prioritize your book options.

forgive me if i don't comment any more about this unless any new information gets said that i haven't already covered in my previous posts

84
i cant count how many times i have said something similar to "yes it is a great card but not essential".

and this thread is about essential cards for all mages. players can refer to the topic "the good, the bad, the neglected" for a list of good spells.

85
"serious players" a large part of this thread talking about how beginners use it because it is hard to counter. its OK I get it now that we wont see a counter till after next big comp because people want to keep builds close to their chest.

 btw cheapest walls won't last long against the temple. it's attack has ethereal so it can take down fog in 1 and flame in 2 turns (remember its a free attack so of course it will hit the wall). the larger HP walls will last 2-3 turns and if they pick the best wall (usually the middle) they gain all Los back and consider how much you paid to get an extendable walk out.

now if there was a light wall (with light immune and only attacks nonliving creatures)

86
planning tour book to use every item slot isn't wise even with battleforge. I understand this Is counter to most games especially computer games that want you to fill every available slot.

I rarely find I am able to cast more then 3 equipment and if I plan on casting more then 5 the battle forge is a must. I must assume your meta allows for slower build up time. for example in my meta the most items I have been able to cast in a comp game was on a priestest build and I only got out
staff of asyra
ring of dawn breaker
ele cloak
regrowth belt

hence I dont think it is necessary to have an item for each slot. if you read most book building topics you will hear similar suggestions.

for a practical example your warlord should go fire armour + leather boots. this gives him + 3 armour -2 flame for only 8 mana and is far better then 1 ele cloak which gives +1 armour -2 tri ele resist. also if you know your 100% going to vs the air wizard get the lightning armour, don't just include cloak for the chance of lightning wizard

87
my excel spreadsheet puts that into account but I'm on phone so can't post it.

I honestly think you are being to defensive and not very efficient about it. don't get me wrong I have else cloak in all other builds including my warlord solo build. but I would not instantly include it in every warlord book I make. i would are wasting 3 points when I could get the same or better effect for 2 points. or  for the same points and less mana (eg chest and boots)

88
Custom Cards / Re: Giant Snapjaw Crocodile
« on: July 01, 2013, 11:01:13 PM »
I would suggest it can't lock uncontainable or immovable creatures.

first thing I considered
you attack my iron golem (on guard)and lock jaw.
I move all my units out of that zone. because you can't unlock your jaws by attacking anything else your gator is stuck in that zone

second thought
 if I force push my creature does the gator follow (even through attack walls)

third thought
6 dice for quick attack with a cripple effect is simply to much for a lvl 5 creature. I would suggest one of the following
- full action (add a weaker quick like steel claw)
- slow creature
- effect only granted after full action "charge"


like the idea though I had a similar thought of goblins with grapel cables able to attach to flying creatures

89
why have ele cloak when you have fire armour for 1 less cost. sure you could argue "ele protects against warlock or lightning wizard" but if you want versatility the +2 armour compared to +1 will protect you more when the majority of attacks (from all sources) you will get will be non elemental.

I'll give you the maths.
+1 extra armour gives you on average 0.5 damage reduction
-2 ele resistance gives you 2 damage reduction.

this means the else resistance is 4 times better. but ONLY if every attack is the element resistance. a lightning wizard will have a hard time casting lightning attacks every turn and you must include attacks from the creatures.
 if you get hit by 1 lightning + 3 non male attacks (eg lightning bolt + 3 creature attacks) both items are equal. (note that there are many more creatures with fire attacks than lightning so this goes in fire armours favor)

this is the best case scenario for the cloak if you are not against the lightning wizard the fire armour is far Superior.
(I think you may have read my post about armour efficiency)

because of the maths I could never instantly recommend the ele cloak in every warlord book


90
I said +1 armour was good against all mages apart from force master. because if we are going to imagine the hypothetical build where she would not attack you with her blade then there are much larger variables to consider.

would you put on an ele cloak against force master if you were the warlord?

and I also said that most mages (all except earth/water wizard) have cheaper ways of getting more armour in both cost and mana


the topic of this forum is "a base set of cards ALL mages should use"
 ele cloak should not be used by ALL mages (ie warlord) so it should not be on list

and yes there are spells you should always have like dispel (even warlord).

sure you can divide this into lists of what each mage must have but that is a different topic

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