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  1. Sephok

    Batariel (P) aura sadness

    NAME: Batariel (P) broken (not the OP kind, the pathetic kind) SEVERITY: 2 .5-ish LOCATION: Forge, probably in any match REPRODUCIBILITY: ALWAYS DESCRIPTION: Batariel (P)'s aura doesn't seem to work right. His aura has difficulty activating and doesn't ramp up. Instead it just dies out. This occurs when attacking a somewhat smaller number of targets (one XL target (Spore Launcher) or three M targets (Grove Spirits)). Batariel (R) has no such problem. Against small units (e.g. Skeleton Warriors) both do fine, but since they insta-kill the rest of the units upon aura activation, I can't observe any advantage purple should have (what is "burn away enemies' armor" supposed to mean?). EDIT: Okay, I now noticed (while hitting walls) that Batariel (P) also gives a +35% ... +75% damage taken debuff. SCREENSHOT: ADDITIONAL INFORMATION: I don't have the upgrades and I don't want to spend the time farming gold to upgrade him. Maybe with the 940 additional Damage at III he would do fine? It could be that he simply doesn't manage to do the required 1250 damage in 4 seconds, although I thought any melee damage would be enough once the aura is active.
  2. Sephok

    Similar Buffs not interacting correctly

    I have had similar results on the opposite end. Damage buffs do not appear to stack either, but the way they interact also seems a bit weird in general. I had a setup of two XL units, one for each player in the Forge (in this case it was Overlords). Both had a Soul Splicer (R) next to them which was charged and the buff was applied to them. After that I kept one side that way and to the other one I added a Waystation (R) with an installed Bandit Sorceress (R). When fighting the two units seemed to deal more or less the same damage, although sometimes it appeared that one side would occasionally deal a bit more or less damage. This may have been caused by different attack animations also having different damage values or possibly by the different percentage values of the three buffs (20% Bandit Sorceress (R), 25% Soul Splicer (R), 30% Waystation (R)) - which would imply that a random one is chosen on each hit.
  3. NAME: Disintegration and "draw into in-between" causing (semi-)permanent debuffs. SEVERITY: 2 .5 ish? LOCATION: Forge, probably in any match REPRODUCIBILITY: ALWAYS DESCRIPTION: The debuff caused by a Twilight Abomination's roar is permanent in some situations. Under the right circumstances this may apply for all similar debuffs and perhaps even buffs. SCREENSHOT: ADDITIONAL INFORMATION: When a Twilight Abomination roars the debuff it applies does not start ticking until the roar is finished. If a Wrathgazer starts disintegrating the Abomination while the debuff is still a "permanent" effect, the effect stays in that state until the Abomination has been fully disintegrated and only then the 15 second timer starts ticking. Further testing has shown that using the ability Underworld Gate of the Lost Banestone upon the Abomination as it roars will in fact make the debuff on units hit by the roar permanent (until the ability is interrupted, that is. Cleansing effects have not been tested). This appears similar to the effect of Waystation (R) and Soul Splicer (R). In the case of Soul Splicer (R) the permanent nature of its buff appears to be intended (given the card text and so long as you stay nearby). In the case of the Waystation (R) I assumed it was supposed to be the same as with Soul Splicer (R) even though the card text does not indicate a permanent effect. Presumably the Church of Negation will produce the same effect.
  4. NAME: Twilight Transformation in Forge SEVERITY: 3 Honestly, I would almost like to write a 4 there LOCATION: Forge REPRODUCIBILITY: ALWAYS DESCRIPTION: While acting as the second player in the Forge Twilight Units cannot transform. SCREENSHOT: ADDITIONAL INFORMATION: None.
  5. Sephok

    Snapjaws damage weird/wrong?

    But shouldn't their damage be a minimum of 200? I would have thought that even when hitting one of a squad each hit should still do 5 damage, with the up to 9 from splash maybe applying only when there is a second squad. That the direct impact on a single squad member would somehow deal less than the 5 seems strange. I guess squad members are limited to a certain percentage of the incoming damage. I used to think they simply shared a health pool, but since individual members occasionally die before the squad reaches 1 HP that is clearly not the case. In that case I suppose I can see why there would be such a mechanic, but it doesn't appear to be a problem with true single target attacks like squad melee or bow attacks, only with splash of such small size.
  6. Sephok

    Snapjaws damage weird/wrong?

    So, I decided to try out shadow. Had a look at T1 units. I thought that maybe the Tainted Snapjaws might be nice as a sort of support unit, maybe have one of them running around with your T1 ball for the debuff. Thing is, the damage was abysmal. Far less than the 280 damage would imply. They did 119 damage against Twilight Claws in 36 seconds, 96 against Bandit Footmen in 27 seconds (after each of those they died). Against a wall they did 160 in 20 seconds, which is at least close to the minimum damage they should do (still 4*5*20/2 should be 200). Their nominal damage is 280; maybe if there is a T1 clump their damage could become something close to that (since they have 3m splash), but shouldn't 200 in 20 be the minimum, even if they hit just one target every shot? From what I understand, their star damage type should just mean they don't get bonus damage against any size. However, against the wall they deal their full 4x5 damage, against an S squad however just a grand total of 9 to 12 (12 when the squad is still in formation, 9 when it surrounds the Snapjaws). They did a total of 10 damage per barrage against Twilight Crawlers (M sized 4 bug squad). Against the Twilight Devestator (L) they did the full 4x5 damage.
  7. Sephok

    About dat repair costs

    From what I understand repairing anything will return 100% of the power to the void. Toggling abilities (Nature T1 spearmen, Frost T1 imperials) return 100% to the void as well. When units/buildings die, spells are cast or active abilities are used 90% of the power cost are returned to the void. You get NO power back when a monument or power well is destroyed. Losing 500 power worth of units and casting two spells for 300 power permanently costs you 80 energy. Losing a single power well costs 100 instead, unless there was less than 100 power left in it. You should rarely sacrifice wells or monuments. Splurging a bit and putting two towers down can save you a lot of power later on. However, I think when you are at T4 and a monument is destroyed you can rebuild it for 100 energy instead of e.g. 300, so it's not quite as horrible as one could first expect (also, that is probably not limited to T4). The game keeps track of how you summoned units: If you use the nature building that reduces summoning cost by 12/15/whatever %, the unit summoned this way will also return less power to the void upon death. Since units dying in battle return the same amount of power as those you kill with the sacrifice button, there are only a few real reasons to kill them yourself instead of sacrificing them in battle: - you need the void power NOW - you need the pop space - the units would actually hinder you (e.g. enemy is shadow and would love to feast on your weak units' corpses)

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