Recent posts by DragonArcherZ on Kongregate

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Topic: Rise of Champions / ~RoC World Records / Braggers Page~ 4xd Edition

Originally posted by FrozenTorch:
Originally posted by RevKich:

Unfortunately can’t post a picture but…

With my regular gear, skill tree, stats, and build composition (RWMM):

I reeled off 220 CONSECUTIVE LOSSES in ONE GAME DAY!

BEAT THAT MASQUERADER!

Confirmed.

#FrozenLayingItDown

 
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Topic: Rise of Champions / New Tier System FAQ

Originally posted by burranndonnnn:

Thanks, loving the new update.

Agreed, and tournament looks good for a first version :P

 
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Topic: Rise of Champions / [Guild] Hellbound Recruiting

Always recruiting actives!

 
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Topic: Rise of Champions / Deep Freeze Skill Balancing Discussion

Think I’d prefer an actual “deep freeze” – the concept is sound, but the numbers aren’t implemented well. What would actually be interesting is if it was balanced well enough to be used on both enemy and ally, but that’s a wishful thought.

 
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Topic: Rise of Champions / Deep Freeze Skill Balancing Discussion

Originally posted by asyataka:
Originally posted by DragonArcherZ:

If you’re using 2 skills on 1 character, you’ve effectively wasted two turns of your OWN character, asyataka.

I know. But that’s doesn’t matter if the only way to win is to stop (freeze) last (or just very strong) enemy character. I already pointed at limitited usage of Deep Freeze.

No, but in general, the slow is in no way close enough to match up for wasting your own turns. And also, if they’re strong enough to do craptons, then they don’t have a lot of hp in general. Just saying. I’d rather kill something then slow it down if possible.

 
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Topic: Rise of Champions / [Official] ~Craig's Crew Guild Thread~

Don’t watch – it’s a rickroll. I fell for it :/

 
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Topic: Rise of Champions / Deep Freeze Skill Balancing Discussion

If you’re using 2 skills on 1 character, you’ve effectively wasted two turns of your OWN character, asyataka. That’s like you’ve been frozen 100% for 2 turns and only done a bit of damage and added resist in return. People are looking at the outcomes and not at what you pay. You do not just pay energy cost, but your turn – which has to be balanced and looked at when comparing stun and slow/fast skills.

e.g. Look at adrenaline. It takes 6 turns to payback including the turn using adrenaline, or 5 turns with adrenaline. If you survive 4 turns with adrenaline, you have had the same amount of turns in the same amount of time BUT one of your turns was adrenaline. Therefore, your rogue has to survive 6 turns (including the use of adrenaline) which…rarely ever happens.

 
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Topic: Rise of Champions / Deep Freeze Skill Balancing Discussion

“Why would I use this over ice spike?”

 
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Topic: Rise of Champions / Item QoL sugestion

Originally posted by SkiLoo:

Could an option be added to sell automatically all grey/green/blue/purple items for gold?
It could be a switch in options or in Inventory. Also a button in inventory that would sell all of that is fine (so you have to actually click something, but at least it would be 1 click not 50 every few minutes).
It is getting to annoying having to micro manage your inventory after few fights. Only thing I am doing every few minutes is always selling all grey/green/blue/purple not even looking at them.

Originally posted by asyataka:

Nice idea.
But you need gold. I need essence too. An option for auto-salvage green/blue/purple will also be useful.

Agreed.

 
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Topic: Rise of Champions / [Guild] Hellbound Recruiting

Originally posted by Kambans:

Level: 13
UserID: kong11538986
Want to join : becuse I wanna see how it is when u are in a gulid , and I want do something more in this game. Not just fighting in single battles . I will get bored of only fighting , and Im never get defated so I wanna find some stronger challangers who could beat me . I grew up very quickly because at this level, I will not be long.

You missed a question.

Just as a notice to all applicants – we are basically full at the moment with no real inactives, so.

 
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Topic: Rise of Champions / Skill Suggestions

Upsurge

Class: Warrior
Level Req: 14
Target: Single Target
Energy: 65
Effect: Deals 150% damage and +15% speed for 5 seconds. Deal an additional 50% damage for each “row” of distance.

For example, Row A1 / Row A2 || Row B1 / Row B2 (Self and Enemy Respectively)

An arrow shows an attack.

A2 → B1 = 200% Damage
A2 → B2 = 250% Damage
A1 → B1 = 250% Damage
A1 → B2 = 300% Damage

This skill gives warrior an offensive speed buff, a “counter” to freezing wind while doing damage. The problem with many speed buffs at the moment is that it takes time to pay off. e.g. Adrenaline is +25% speed, so a rogue needs to have 5 turns of adrenaline (to survive 6 turns total inc. the turn casting adrenaline) before it pays back. A rogue rarely survives 6 turns. By functioning as a huge single target damage with an offensive buff, it provides a usable speed buff. Along with this, it’s unique ability of “cavalry” (inspired from HoMaM3!) means a backrow in warrior can actually be more damaging. Its downside is a hefty 65 stamina cost – a warrior naturally has 50, meaning a war has to get 13 willpower for this skill to be usable. With stam steal, this will be a strong starter (250% damage and a speed increase) skill for a backrow warrior.


Bequeath

Class: Warrior
Level Req: 20+ (This is a technically harder to utilise/manoeuvre skill)
Target: Unit in front of this char (in row) – can only be used on a backrow warrior.
Energy: 15
Effect: Gifts his blessed resistances to the character in front. Warrior loses 25% physical resistance and magical resistance and character in front gains 25% physical resistance and 25% magical resistance. Frontal target gains hp of said formula: Willpower * Level * 0.75

A healing effect in exchange for a loss in resistance. This is another skill designed to allow for backrow warriors and frontrow mages and rogues.


Berzerk

Class: Warrior
Level Req: 20+
Target: Self-Target
Energy: 25
Effect: Decrease physical and magical resistance by 25%, increase speed by 50%. All spells energy cost decreases by 25%.

Berzerk Apex

Class: Warrior
Level Req: 20+ (Is joined to Berzerk, and is after it)
Target: Self-Target
Energy: 35
Effect: Decrease physical and magical resistance by 25%, increase speed by 50%. All spells energy cost decreases by 25%. Damage increases by 25%.

Berzerk and Berzerk Apex stack to produce -50% physical and magical resist, but a doubling in speed and -50% energy cost and 25% increase in damage. The increased speed helps to mitigate the problem of a glass cannon and the reduction in energy cost and increase in damage makes this a choice over enrage.


Crucifix

Class: Dagger Rogue
Target: Single-Target
Energy: All
Effect: The rogue slices two wounds in a cross (pale white), like a two attack gut. For every point of energy used in the spell, decrease physical resistance by 1.5%. For a rogue with (11 willpower, 77 stamina), this is -115.5% physical resist, but a rogue with say 15 willpower (105 stamina) will easily drop -157.5% physical resist. This effect only lasts for 2 seconds.
ves
Slashface is 40 energy for -40% physical resist. This offers a higher ratio 1.5:1 per energy for a smaller timespan, as well as doing slightly more upfront damage. This emphasises a dagger rogue, which is currently underused, and gives it a powerful burst skill.

 
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Topic: Tyrant Unleashed: General / A Tier List For All F2P Card Fusions And Tips For New Players

Originally posted by Unuoctium:

Here’s a sample of how I edited the code such that the post looked the way it does

- insert “br /” between sections
- hit return twice after subsection titles (eg, s class or a class)
- begin every bullet points with “li” and end every bullet point with “/li”
— multiple instances of “li” without “/li” will create appropriately indented bullets
- generally leave the rest of the code alone

Also note that in my post, “” and “” are swapped to more intuitively indicate its dependancy on mono accompaniment (“” does better, Aegis. “**” needs mono, zh)

This works, but is a horribly inefficient way of fixing a “textile break” (that’s what it’s referred to). More than likely Kyotosomo used too many dashes (after a set amount, the whole post’s formatting will break). In essence, revise your formatting and do some research.

Use less “-” and try it again. I’ve used
once or twice (in my earlier years on Kongregate) but since learnt.

Originally posted by XKyotosomoX:

Hmm still not working, hopefully I can get support’s help.

I’m here as support.

 
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Topic: Rise of Champions / Guild recruitment

Hellbound

Hellbound is recruiting active+loyal players for a fun and ambitious guild. If interested, read thread for app format. Offering: Build advice, brawl strats, active community and more: come join us!

 
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Topic: Rise of Champions / Aura mutation

Originally posted by rifathossain:

The debuffs of mutations should be removed and buffs of mutations should be changed for every class. Since mutations are hard to get and it requires fragments to evolve they should not have any debuffs.

Fuck that. I want an even net balance, maybe even a very, very slight negative net result, because optimising your “good stats” in exchange for “bad stats” means a lot.

e.g. I would take 5% damage in exchange for 7.5% poison resistance easily.

 
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Topic: Tyrant Unleashed: General / [Game] The RISE

Originally posted by rccommando:

Commander – Halcyon Lv.6
Structures – 2x Death Factory
1. Jyack Lv.6
2. Trinity Railshot Lv.6
3. Justice Victorious Lv.6
4. Tempest Citadel Lv.6
5. Valence Eros Lv.6
6. Haven-bearer Lv.6
7. Riot Howitzer Lv.6
8. Serraco Sire Lv.6


Thought I’d try an Imperial deck with lots of damage reduction. Thanks for this game, it seems fun ;)


I do not know what card is “trinity Railshot”. Simmed you without that card, on random.
win%: 15.329 (15329 / 100000)
stall%: 0.275 (275 / 100000)

 
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Topic: Rise of Champions / Suggestions

Originally posted by Lollerthere:

Scramble the teams in loading screen for brawl.

 
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Topic: Rise of Champions / Skill Suggestions

Originally posted by 4xdblack:

Best suggestion ever…

Melee AoE… Gotta love that right? Would be totally badass.. 10/10 players agree.

Make an actual proposal then, instead of telling everyone.

Also, some of it’s been proposed already.

 
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Topic: Rise of Champions / RoC Study: Game Variables, Info and Stats!

10/10/14: Updated with some more stats, notably rogue speed.

 
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Topic: Rise of Champions / [Guild] Hellbound Recruiting

We’re always looking for fresh members to liven up our community!

 
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Topic: Rise of Champions / Aura mutation

I honestly think mutation should be more general use and usable for all classes (mostly), like fleeting.

 
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Topic: Rise of Champions / Strength vs. Tactics

Truth. FrozenTorch is addressing this as their next priority focus though.

 
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Topic: Rise of Champions / RoC Study: Game Variables, Info and Stats!

@Brandon

Sorry, it was an accidental assumption that came from some of your members. I’ll talk to you in whispers.

 
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Topic: Rise of Champions / RoC Study: Game Variables, Info and Stats!

RoC Study: Game Variables, Info and Stats!

All tests done at level 20.

Hellbound has decided as a whole just to let loose our knowledge. We think that there’s a difference between competing with knowledge others don’t have, and competing on a fair level. Along with that, we’re a community, and we should all be helping each other in the end figure out the game. I hope you all find use for this.

Lastly, any help figuring out more stats, contact me – it would be greatly appreciated.


Rise Of Champions Game Mechanics -- Details || ALL TESTS DONE AT LEVEL 20
 
 - RE-SPECCING
 
There are 110 skill points in total.
 
 - DROP CHANCES
 
Unless an * is present, the drop is confirmed by FrozenTorch.
 
Plunder: 10%
Legendary Chest [Flawless]: 60%
Legendary Chest [Epic]: 33%
Legendary Chest [Legendary]: 5%
Legendary Chest [Unreal]: 2%
Cryptic Chest [Fragments]: 10%
Cryptic Chest [Mutations]: 5%
 
 - RESISTS

Basically if something does physical damage, it takes the physical damage multipliers and the melee or ranged damage multipliers then multiplies them together. Physical resist and Melee/Range debuff/buffs stack additively.
 
e.g. Enrage = 175% normal dmg. You hit a rogue with avoidance. 1.75 * 0.5 = 0.875, 87.5% of normal dmg.
e.g. Enrage = 175% noraml dmg. You hit a rogue with avoidance + intimidate. 1.75 * 0.5 * 1.4 = 1.225, 122.5% of normal dmg.
 
 - STRENGTH
 
Warrior:
 
12 STR, 29 Base dmg, +1 dmg, +5 melee, 36 total dmg (???)
27 STR, 55 Base dmg, +3 dmg, 58 total dmg
41 STR, 79 Base dmg, +4 dmg, 83 total dmg
 
 - WILLPOWER
 
Willpower is added linearly per point.
 
7 on Rogue
6 on Mage
5 on Warrior
 
Testing Procedure:
 
It is common knowledge it is 5, 6 and 7 as defaults for each class, as shown by the default willpower. Just a side-test while doing agility to check if willpower is linear or not after it gets to a high enough number.
 
Rogue: 11 WP, 77 Stamina
Mage: 11 WP, 66 Mana
Warrior: 10 WP, 50 Stamina | 53 WP, 265 Stamina
 
 - CONSTITUTION
 
HP = (constitution + level) * classMod * 8
 
classMod = multiplier (?) (logical choice)
 
Warrior = 220% (2.20) // 704 HP 
Mage = 165% (1.65) // 528 HP
Rogue = 150% (1.50) // 480 HP 
 
Testing Procedure:
 
Variables
Constitution: 20
Level: 20
Multiplier: 8
classMod: x
 
HP = (20 + 20) * classMod * 8
HP = 40 * classMod * 8
HP = 320 * classMod
classMod = HP/320
 
Rogue = 480 HP, Mage = 528 HP, Warrior = 704 HP
 
Rogue = 480/320, Mage = 528/320, Warrior = 704/320
 
- SPEED

Speed = (BaseSpeed + CharacterSpeed) * TempSpeedBuffs

BaseSpeed: Determined using class & level.
CharacterSpeed: Determined using character AGI, permanent speed buffs, and item speed buffs.
TempSpeedBuffs: Temporary speed modifying effects cast in battle.
 
Warrior:
 
0 AGI, 32 Speed
10 AGI, 37 Speed
24 AGI, 43 Speed
38 AGI, 47 Speed
52 AGI, 49 Speed
67 AGI, 51 Speed
 
Graph: http://prntscr.com/4i6hjj
 
Mage:
 
0 AGI, 32 Speed
10 AGI, 38 Speed (37.66037736)
24 AGI, 43 Speed (43.32075472)
38 AGI, 47 Speed (47.09433962)
52 AGI, 49 Speed (48.98113208)
67 AGI, 51 Speed (50.86792453)
 
Graph: http://prntscr.com/4lqxrl

Rogue:

0 AGI, 40 Speed
12 AGI, 46 Speed
26 AGI, 52 Speed
40 AGI, 56 Speed
54 AGI, 58 Speed
69 AGI, 59 Speed

Graph: http://prntscr.com/4p6evc

- DAMAGE
 
Rogue [Strength v Agility]:
 
We are comparing the damage increased per point of strength, and per point of agility, as well as if bow/dagger also influences the dmg increased.
 
[d] = Dagger
[b] = Bow
 
Base Damage: 6
 
10 STR, 12 AGI [d]: 20 Damage
67 STR, 12 AGI [d]: 61 Damage
18 STR, 67 AGI [d]: 55 Damage
 
Base Damage: 34
 
18 STR, 67 AGI [d]: 83 Damage
18 STR, 67 AGI [b]: 83 Damage
 
Notes:
Raw Data of collecting b/d used a bow to augment base damage (other testing proves it is an accurate way of testing / will not unexpectedly change results.)
Some of the data was gained when my rogue had a 10% bonus agility passive, but all of these results have been marked accordingly and both the base agility and actual agility are recorded.
 
Strength increases rogue damage (b/d rogue damage) by approximately 0.72 damage per strength (rounding makes it difficult to tell exactly, but definitely less that 0.8 damage per strength, pretty sure it's at least 0.7 or more)
 
Agility increases rogue damage (b/d rogue damage) by approximately 0.54 damage per agility (again, rounding was problematic, but an increase of 38 agility gave me 20 more damage)
 
Conclusion:
 
Each point of strength added on a rogue increases approximately 0.72 damage ppt.
Each point of agility added on a rogue increases approximately 0.54 damage ppt.
 
"no damage passive, no agi passive, 10 str, 12 agi, 67 con                              
str     agi     dmg     b/d     base
10      12      20      d       6
 
no passives, 12 agi, 10 con, 67 str                            
str     agi     dmg     b/d     base
67      12      61      d       6
 
no damage passive, 18 str, 10 con, 61 agi                              
str     agi     dmg     b/d     base
18      67      55      d       6
                83      d       34
                83      b       34
 
some of the raw data - b/d = bow/dagger, 34 base damage with bow achieved using a level 4 gem (other testing showed that using a gem to increase base damage is an accurate method and doesn't unexpectedly change results) - some of the data was gained when my rogue had a 10% bonus agility passive, but all of these results have been marked accordingly and both the base agility and actual agility are recorded.
 
Strength increases rogue damage (bow and dagger rogue damage) by approximately 0.72 damage per strength (rounding makes it difficult to tell exactly, but definitely less that 0.8 damage per strength, pretty sure it's at least 0.7 or more)
 
Agility increases rogue damage (bow and dagger rogue damage) by approximately 0.54 damage per agility (again, rounding was problematic, but an increase of 38 agility gave me 20 more damage)"
 
Mage:
 
12 MAG, 27 Damage
26 MAG, 46 Damage
40 MAG, 66 Damage
54 MAG, 86 Damage
69 MAG, 107 Damage
 
(46-27) / (26-12) = 19/14 = 1.356142857 dmg ppt.
(107-27) / (69-12) = 80/57 = 1.403508772 dmg ppt.
 
Each point of magic added on a mage increases approximately 1.4 damage ppt.
 
Graph: http://prntscr.com/4lqz02
 
STRENGTH has no effect on a mage's damage.
 
- ARMOUR
 
Armor represents how much incoming base damage is reduced. It's currently a flat rate of one, so one point of armor will reduce one incoming damage. Unlike the others, base armor isn't determined by an attribute, and can only be increased by equipping armor.
 
Works on melee only (?)
 
- HEAL
 
Spell (x) = Willpower * Level * SkillMod

Heal (x) = Willpower * Level * 1.0
Final Charge (x) = Willpower * Level * 0.5

- KEEP

Your bank storage = (x*2) * bank level.
x = Keep gold/hour

 
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Topic: Rise of Champions / RoC Study: Game Variables, Info and Stats!


Previous RoC Studies:

Profit Margin of Basic Expeditions


 
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Topic: Forum Games / The List(current round: Shades of Brown)

Rise