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LichterLoh

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Posts posted by LichterLoh

  1. 1) "Are New Amii cards in development ?

    2) Any thoughts about what the suggested S-squad of worms as a T2 card (for some factions)?

    Squad if worms was suggested by Hiridia and set in "motion" by Developer Cocofang:

    https://discord.com/channels/604212371828899851/1088167096686477413/1161056455613497396

    Worm squad just a temporary idea and lost by time or is ist actually still beeing debated?

    3) How often do you guys receive ticket request via support because of bans and other things = how well does the community comply with the rules.  Do you guys think the system works?

    4)And how would you compaire the community vibe of skylords to other games?

    Kapo likes this
  2. Questions:

    1)Is there going to be a search function ingame to find or see the current amount of ingame players (afk/ forge/ in a gamemode)?

    2) So far you can visualise that you "are looking for a group"- Will there be another way besides typign in teh strategy chat, to highlight that you are interested in any PvP games?
    3) like a seperat PvP ingame channel to join? So far theres only sparrign and pvp areas, but those are seperated from one another. So you can´t see each other or play other games, while waitign for a random PvP partner.

     

    4) Important: The global channel is sometimes overwhelming. Especially when your group is trying to communicate. Is it possible to create a group+team+match only chat window?

    Metagross31 and Kapo like this
  3. Just to keep the result of the lyrish seperated:

    Update: 2:

    Recalculted base attacks of 83/100/107 dmg per hit do fit the 155/186/200 dmg of lyrish per hit, if the 25% bonus of lost wandere apply. Check ! Works

    The 83/100/107 are based on differnt auto attack animation of the lyrish

    1) Lyrish base per hit  + lyrish own attack with self buff, without lost wanderee bufff) * 1,25 buff of lost wanderer is #still the corrrect formula

  4. 102-19=83 dmg per hit vs frozen building by lyrish promo

     

    Base hit dmg of lyrish vs unfrozen buildign (altar of chaos) varries: 83/100/107 per hit

    1689-1606=83 dmg vs unfrozen buiding

    but sometimes also the regular 100 dmg vs unfrozen building

    as well as 107 dmg vs unfrozen dmg per hit

    Update: the 107 damage per hit explain the 200 dmg in combo with lost wanderer earlier:

    4= Formula: (107+107*0,5)*1.25=200.625 dmg per hit

    (Base lyrish+ baselyrish*frost

     

    Regarding the (base lyrish + xy)* lost wanderer. Im unsure if the xy is just the 50% multiplicator of the lyrish bonus dmg vs frozen or if it somehow incldues the 50% debuff penalty vs frozen targets)

    Damage vs frozen building: 62/75/81 = also varries (of Lyrish promo)

    Buildign was frozen by rageflame (red)
    Lyrish bonus is supposed to be "50% damage agaisnt frozen enimies"

    640-578= 62 dmg vs frozen building by lyrish promo

    4018-3943= 75 dmg per hit

    3943-3862= 81 dmg per hit

     



  5. lyrish knight: 50% bonus  dmg vs frozen targets
    Lost wanderer (blue) card description: 25% dmg bonus auro vs frozen target (around it all units gain the buff=doesnt self apply). But ingame surrounded unit visually wise receive a 50% dmg buff vs frozen targets. (see attached picture of  buffed the stormsinger#)

    Test L Unit: Lost reaver (red)
    Area: Forge

    Building: Lost sigil (blue) to buff lyrish
    Lyrish knight: promo
    Lost wanderr (blue) - green doesnt give bonus dmg vs frozen

     

    lyrish dmg vs unfrozen L unit: 100 dmg per hit

    lyrish dmg vs frozen L unit: 80

    (lyrish does therefore overall less dmg , when an enemy is frozen), but more then other units vs frozen. Lyrish knight was nearbye a wardens sigil as building to receive its selfbuff).
     

     

    Lost wanderer (buffed by anotehr lost wanderer): vs unfrozen L: 45 dmg per hit

    Lost wanderer (not buffed by anotehr lost wanderer): vs frozen L: 22 dmg per hit without buff

    Lost wanderer (buffed by anotehr lost wanderer): vs frozen L: 56 dmg per hit with buff

     

    I´d assume thats 45 base dmg per hit +25% bonus dmg of the aura +ignoring the frozen -50% dmg pentalty

    =45*1,25=56,25 dmg per tick

     

    comparison: 266 dmg per hit by core dread red (unfrozen) 1500-1234

    comparison:  465 dmg per hit by core dread blue (unfrozen) 1500-1035

    core dread blue: +75% dmg vs frozen targets (+ card description list: additionally .... ignore the usual damage reduction of frozen targets)

     

    Results:

    Lost wanderer has 2 visual bugs:

    1) auro buff displayed is not 50% but 25% bonus

    2) the card description lacks the "ignore the usual damage reduction of frozen targets"

    3) Lyrish knight doesnt interact the same all the time , when buffed with the lost wander buff.
     

    and the 2nd hit always  does 200 dmg per hit

    But the first once deals sometimes ~156/157 dmng and sometiems 187 dmg. The cycle of first and 2nd hit continous and repeat itself, but only the 200 dmg are consistent. 

    525-369= 156 dmg per hit

    520-364=156 dmg

    1200-1012=188 dmg per hit

    1500-1313=187 dmg

    1217-1060=157 dmg

    Hp of lost reaver (red) before and after hit displayed. Both units standing still. Lysrish on hold ground.
    I can try to record that on a video next time. Not sure how yet to upload that excessiv file.

    If i refer to lyrish base attack = i mean dmg to non frozen targets= 100 dmg per hit

    1)187.5 dmg would be = (Lyrish base per hit  + lyrish own attack with self buff, without lost wanderee bufff) * 1,25 buff of lost wanderer= (100+100*0,5) *1,25 =187.5 dmg per hit
    2) 187.5 dmg (Alternative , which matches the 3rd forumualr better): (Lyrish base per hit + lyrish own attack but without self buff, and with  25% of lost wanderee bufff instead)  * 1,5 buff of llyrish= (100+100*0.25)*1.5=187.5 dmg per hit
    3) 156 dmg would be =(Lyrish base per hit + lyrish own attack but without self buff, and with  25% of lost wanderee bufff instead)  * 1,25 buff of lost wanderer= (100+100*0.25)*1.25=156.25 dmg per hit

    4) no match for the 200 dmg per hit came to my mind yet, that matched
    Update:  it matches if the lyrish occasional 107 base attack of lyrish promo vs altar of chaos is taken into account)

    4) new = Formula: (107+107*0,5)*1.25=200.625 dmg per hit

     

    Based on 1)-3) the system is unsure in which order to apply the anti frozen bonus damage if lyrish and lost wandere itneract , as one is piercing and overall dmg and the other a self buff to my understanding. Which rsults in a random 156.25 or 187.5 dmg per hit.

    Update: 2:

    Recalculted 83/100/107 do fit the 155/186/200 dmg of lyrish per hit, if the 25% bonus of lost wandere apply. Check ! Works

    The 83/100/107 are based on differnt auto attack animation of the lyrish

    1) Lyrish base per hit  + lyrish own attack with self buff, without lost wanderee bufff) * 1,25 buff of lost wanderer is #still the corrrect formula

     


     

    I cant evaluate how impactful the lost wanderer description is. But based on the fact that A) no one has noticed that so far and B) the auro of Lost wanderr is rather small with 15 m i´d just  assume it´s best for now to add the missing descriptions or compromise in the middle by either giving it the actual 50% dmg buff vs frozten targets. But i might not change/nerf it to the +25% aura as descriped on the card eventually. Personally i havent used or seen this card in PvP yet myself.

     

    The lyrish knight interaction on the other hand makes no sense to me at this point, as theres no randomizer to my knowledge available.

    Furthermore 200 dmg per hit can only be possible if

     

    Best regards LichterLoh

     

     

     

    grafik.png.92d9897ae767976169fd4b0dc6d41dd0.png

    grafik.png.511fbcb1d3925c0f0986c97535a7ff0b.png

    118064910_Kopiedreadblue.png.ffe28e6bc4c0d6c7905397730f3ed8e7.png

     

  6. Understandable to some extend. I guess the "demon soldier" tag of the pheonix in this case is only serving a limited purpose then.

    Thanks for clarification.



    I was checking out potential "Eliminator" fun ideas . But yeah there are not that many viable units to synerigze with on T2.
    Shadow pheonix might have ended up hilarious but also too strong mostlikely. Even so its just a "minor buff"

  7. I tested eliminator red affinity with shadow pheonixes and mutating frenzy as suitable demon units.

    vs Buildings:

    1)Shadow pheonix with and without buff both did the same amount of damage(against the wall in the forge, as well as vs furnance of flesh)
    2)Mutating frenzy got the correct buff and did more damage vs furnance of flesh, then the non buffed unit

    I noticed that the elimintor red buff gets basicly reaplied and vanishes rapidly every few seconds. I´d suggest to extend the timer of the buff duration. The short refresh rate is probably needed so that new units entering the area receive the buff as well.
    Problem: Shadow phoenix animation requires more time and exceeds the buff duration. But once the animation has proceeded, the pheonix cant get stopped by cc or auto attacks anymore. Simultaniously the buff can´t get (re)applied anymore i´d assume.

  8. Does anyone know the creator of the community map "Awakening " (2 player map)? It´s a great map. I love the early Tiers. But to progress after T2 is very tricky. One of us defended with T1/T2. The other went up to T4 with ammi monument. As the dark wave spawn increased over time and is rly tricky to defend, even with addditional T4 cards. on expert. Personally i felt like it was almost too stressful and tricky and id suggest to tone that scaling over time slightly down(?) for this specific aspect of the map.

     

    Besides that : great map and concept. Very lovely details


    edit:
    The creator name is "Scairus"
    But last time edited of the map was 2012

  9. Thanks a lot for looking into it so soon!

    Yeah primarily the damage over 20 second irritated me. As it seemed to mismatch my expectation from what i´ve read about the attack frequency of the card.

     

    Thanks a lot!
    Furthermore i´ll check out this test server next time. I gues i´ll need to apply to get access to the download of that tool(?)

     


    Thread can be closed then.

  10. Hey guys,

     

    I´m sorry it´s me again.

    Bandit sorcess is labeled as  S 600/ M 520 (full upgrades). It´s description says every 3 second it deals 48 damage + (Aoe 10 m around the target) = up to 72 damage.
     

    Test targets : Bandit sorcess (M target),  Bandit spearman (S Squad)
    Taken damage by 1 hit of Sorcess (blue):  M target: 48 damage / S squad target: 72 damage

     

    Scenario 1 ) As it appeals to me i´m unsure if that intended. 48*150%= 72 damage. So either the maxed out 72 damage of the card are including the bonus S damage= works as intendedn?

    Scenario 2) The aoe of the sorcess only allows to splash other neabry units = works (i assume)

    Scenario 3) The additonal aoe increases further the damage ouput, then  it´s baseline 48 damage against single targets + splash the rest of the same squad = then the bonus vs S damage isn´t taken into account

     

    BUT if i assume the S 600 damage of the sorcess is it´s baseline without applid bonuses, then the damage per 20 seconds would be : (20/3)*48=320  or (20/3)*72= 480 and not 600
    (3 seconds per attack)
    Correct me if im wrong , but i´ve read somewhere the labeled damage is based on per 20 seconds.
    Even if i add the burst of an initial attack at 0 seconds, the 600 damage potential woulnd´t get matched either.

    This explains why it felt to me, that the sorcess does underwhelming/underperforming damage, when compaired to whats described on her card or similar units.
    To fullfilll the 600 damage per 20 seconds : an every 3 second attack with a baseline(withotu splash) of 90 would be required)
    If i assume only the aoe reaches the full damage (without the bonus S damage), then 60 damage per hit and not 48 would be the baseline


    Conclusion:

    1)  Baseline damage per hit doesn´t match the card description (very likely ?) -> not equal 600 damage per 20 sec

    2) +(Either S bonus damage or Aoe "bonus" isn´t applied) 

    -> 2) could be tested when multiple S and M targets are close to one another and the "Aoe" damage after 1 hit is compaired, if it matches 50% of the (48...) base damage attack.
    A) M targets should take 24 damage, S squads should take 36 damage by the aoe eventually or
    B)  M still get splashed by 48 and S  squads by 72

    Please feel free to enlighten and correct me, when i´m wrong!
     

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