Recent posts by Seizan_7 on Kongregate

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Topic: The Gate / Wind Team build suggestions

Ekek is 1st choice from what is available right now (if you don’t want Cardea, that is). Currently mare shop has following wind cards in rotation: Ekek, Cardea, Queen Vortex (more dps than Arges, but also much more squishy and stats just marginally better than Belial, with defence even lower by 2 points or so) and that’s it. 3 cards, one of them healer. So like I suggested, focus on Belial and other super rares for now, at least until mare shop is updated.

 
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Topic: The Gate / Wind Team build suggestions

Argestes, Belial, Cimeies, Rimmon if we’re talking about (relatively) easy to assemble wind team. Argestes, Belial, Ekek, Cardea is what you could get after about 2 months of full mare clears. It’s not going to be the most amazing team ever, but it’s really great considering time required to assemble/power ratio.
Cardea: healers don’t gain bonus from elemental passives, but she still is much more better than Rimmon. Not only she has better choice of skills, but also 52% more dps at level 1!
Belial: extremely underrated SR. His dps is higher than Argestes of same level, his overall stats are only marginally worse than those of Queen Vortex. While his skills aren’t groundbreaking, they aren’t bad either. 2 AoE + Mend to boost Cardea’s already high healing seems like a solid choice.
Cimeies: another extremely underrated SR. While he won’t be able to tank much, that’s not his role. Energy flux can deal some really nice damage against units with low defense.
Ekek: melee tank-ish disciple. Great card art, terribly ugly 3D model. Skills are average: could be better, but aren’t bad.
If Opportunist’s boon does what I think it does (and as mend description shows that’s not always the case), then it’s extremely overrated and narrow skill.
All of this of course applies to cards available today, by the time you can build that team who knows what else will appear in mare/arena store?

 
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Topic: The Gate / Mend, % health increase and bad translation/poor coding.

So I tested wound with Life stealing opponent (thank you mare!) and it appears to reduce that amount too. So at least for now:

Skills that increase the health of entire team by % actually increase team healers’ attack and do not affect any healing skills.
Skills that decrease the health of enemy team by % actually reduce all forms of healing: basic healing “attack”, heal from skills, regeneration and life steal.

 
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Topic: The Gate / Beleth vs Lilith

Originally posted by Dron_777:

first = lili on 15lvl isnt much better then same beleth or lilith (every has about 1000hps)

LOL
Are you seriously claiming that 3* isn’t much better than same evo 2*? And for healers hp don’t matter, it’s all about dps and skills.

@OP: Because everyone starts with Lilith and she has better skills. While shield is terribad mid-late because of its flat amount reduction (16k at skill lvl 10 is a joke when units have 500k+ hp), early in the game those 4k+ at first few skill levels are really amazing. And as already explained by Daisuke, you should aim for Lili anyway. Spam invite code in chat a few times and in a day or two you should have those 5 invites for Lili. Then use crystal summons and do some missions (or farm Subtyranny bosses, all of them can drop her) to get remaining 2 copies, lvl 20 Lili is better than lvl 15 Rimmon you can get from 15 invited friends.

 
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Topic: The Gate / Missions

Originally posted by RaitheZero:
It’s almost impossible to complete the mission without spending $100 a day.

Or saving FP summons. Or using captus. Or using free hope potions you get every day. Or any combination of those. I’m royalty 0 and completed few missions that were interesting to me. Magic? Hax? No, playing the smart way.

 
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Topic: The Gate / Can't get any further

Originally posted by Daisuke89:
If you can do quest battles, fight until you get the card again.

Looks like someone forgot how tutorial works. You can’t click anything other than button that tutorial finger is pointing at, so all he can do now is either new account or ticket to support.

 
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Topic: The Gate / Daily rewards

Originally posted by xredxrazordragon:
Should I playing for a day then start over with getting the day 1-7

I don’t know about that, but I know you should definitely browse forums a little before creating new topics.

 
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Topic: The Gate / cyclohne water jet and hurricane

It sounds nothing like that even if your understanding of English is very poor. Hurricane: “A wave of water causing +50% damage to all the targets in a certain range”. How is “causing a damage” in any way similar to “increasing attack”?

 
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Topic: The Gate / Biggest bug in game.

 
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Topic: The Gate / Isla Mare

Originally posted by Daisuke89:
The algorithm takes into account your entire inventory (all cards you own).

That’s just theory, and one that doesn’t agree with my personal experience at that.

 
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Topic: The Gate / To DEV- Please change the current event reward back to an ARCHER WEAPON

Originally posted by SeanM351:
Please change it to its original state

Sorry to disappoint you, but it was never ranged weapon. It said melee in description and it was only equippable to melee units. Only icon was wrong, functionality never changed. And it never will, because some people already equipped it to melee units.

 
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Topic: The Gate / World boss should be more strong (more hp or something)

Or maybe warning 30 minutes before it spawns. It won’t make people magically appear in front of their computers to farm it, but it would greatly reduce boredom that comes from staring at map waiting for WB to spawn.

 
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Topic: The Gate / Isla Mare

Mare isn’t tied to your level since few weeks ago. Power of your opponents depends on cards you have in inventory. With lvl 20 Arges you shouldn’t meet too difficult teams. Try to get your Arges to 25 (fear) and your Lili to 15.

 
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Topic: The Gate / Did i ruin my card i evolve base and feeder not max-level?

Unless you did it with more than 6 Argestes situation is still salvagable, since only main card and feeder have to be max level, not feeder’s ancestors. If you used all then contact support, there were numerous reports of them removing poorly evolved card and replacing it with propr amount of lvl 1 cards.

 
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Topic: The Gate / Mend, % health increase and bad translation/poor coding.

Few people on official forums reported that passive skills increasing % of team hp are bugged and don’t work. Since I don’t trust them on principle I decided to do my own tests and results are quite surprising.
“Increase the health of entire team by x%” does not work the way it says it does. Instead of increasing hp it actually raises healer’s attack by that %. So basically mend (and most likely other similar skills, don’t have access to them yet) works as a passive attack boost for healers. It does not, however, increase healing from Heal and Heal All skills or passive regeneration skills.

Wound (and most likely all similarly worded skills) works in reverse to mend: it decreases enemy healer’s attack, which means it’s totally useless against teams with no healers and raid bosses. However, it does affect both enemy passive self-regeneration skills like Recover or Recuperate and enemy healing skills like Heal and Heal All (unlike Mend).

 
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Topic: The Gate / DPS, defense and combat math.

Except when they don’t and you’re stuck with what you have. All it takes is one silence or demonic sanctuary. Not to mention that fear >> everything else. And during boss raids you want long term DPS. So in conclusion: burst strategy is even more overrated than high attack.

 
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Topic: The Gate / DPS, defense and combat math.

For quite some time I was certain that DPS is meaningless stat because units with lower DPS usually have slow attack speed but (very) high attack values, so their real DPS is much higher vs units with medium/high defence. But one day I saw lvl 25 King Belial with higher DPS than nightmare Succubus Princess and this made me think “is there a point where high DPS is just plain better?”.
For those not interested in math, the answer is yes, at some point units with high DPS deal more dmg than those with high attack even to armoured units.

Let’s compare 2 units, one with high attack (HA) and low speed (LS) (let’s call it tank for simplicity’s sake, but keep in mind it’s not always true) and other with low attack value (LA) but high attack speed (HS) (we’ll call it glass cannon). In this example they both attack same unit with certain defense value (D).
So when exactly real DPS of glass cannon is higher than that of a tank?
RDPS_gc > RDPS_t
(LA – D) * HS > (HA – D) * LS
LA*HS – D*HS > HA*LS – D*LS
LA*HS – HA*LS > D*HS – D*LS
LA*HS – HA*LS > D*(HS-LS)
(LA*HS – HA*LS)/(HS-LS) > D
LA*HS is simply DPS of glass cannon as displayed on card, similarly HA*LS is tank card’s DPS.
(DPS_gc – DPS_t)/(HS-LS) > D
As you can see for every two units you want to compare, there exists certain defense value where unit with higher displayed DPS will outperform one with lower DPS and higher attack. However in order to find it we still need to know those units’ attack speed (DPS/Atk).

Now real card example:
Lvl 1 Naberius Ice Burn: DPS 597, Atk 837, attack speed 597/837 = 0,713 (rounded) (rated C+ by aj)
Lvl 1 Corroding Maw: DPS 407, Atk 1018, attack speed 407/1018 = 0,4 (rounded) (rated A by aj)
(597-407)/(597/837-407/1018) = 606,14
If defending unit has defense higher than 606 then Maw will kill it faster, but if it has defence 606 or below then Naberious will have higher real DPS.
Real DPS of Maw: (1018-606) * (407/1018)=164,72 dmg/s
Real DPS of Naberius: (837-606) * (597/837)=164,76 dmg/s
Using rounded values produces slighty erraneous results (1% or so higher def threshold in favour of high DPS unit), so I used exact values at every step)
Considering how few lvl 1 units have defence value higher than 606 we can safely conclude that in majority of situations real DPS of Naberious will be higher than real DPS of Maw, which is what their displayed DPS suggests.

(Elemental) bonus dmg skills/DB/equips all increase attack by % of base value, which actually favours high DPS units since it increases threshold for defence required to make high attack speed units better.
Let’s use Naberious and Maw from example above, this time both with +50% attack bonus:
Naberius Ice Burn: DPS 895, Atk 1255; Corroding Maw: DPS 610, Atk 1527.
New defence threshold: (895-610)/(597/837-407/1018) (we use base values for calculating attack speed since it remains constant) = 909
As you can see raising attack by certain % raises DPS by same amount, but it also raises (by same amount) defence value below which high DPS/low attack units are more useful.

Notes:
I used level 1 disciples for a few reasons: I have both of them in my inventory so I could see attack value and calculate attack speed; they had same amount of DB/equipment (which is none); stat growth is based on % of base stats, so if a unit has low stat at level 1 (like LuBu’s defence) it will never grow higher (assuming same % bonus from equipment/DB and same lvl/evo) than that of unit with higher base (like King Purson), which makes lvl 1 cards with no equips perfect for comparison.
High attack/low attack speed units deal more damage with some of their skills since they’re based on attack damage, so that’s something to consider when choosing your team.
Energy Flux supposedly uses attack speed, so it might actually be better on high attack speed unit. Other skills using attack speed might exists/be created by developers later.
7x dmg bonus from using 3 rood definitely favours high DPS units unless boss have really, really high defence.

In conclusion: high attack is (somewhat) overrated, high DPS units can still have higher real DPS against heavily armoured targets, but to know for sure you need to know attack value (accessible via “devil blood” button on your disciples).

 
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Topic: The Gate / fear?

Also shockwave (dizzy), trap and ice. Shockwave and trap stun, ice I’m not sure (skill description says “can’t move”).

 
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Topic: The Gate / why day 7 reward is lower then day 6?

Since some dumbass from chat claimed it’s better to skip a day because this way you can get 70 gold/day[sic] I decided to do some math, so others won’t make similar ridiculous claims.
Days 1-6 you get 155 gold total and have to skip day 7, so you get 155+6*20 = 275 gold/week or 39,3 gold/day.
Without skipping you get only 20 gold day plus 4 medium/big DB and small chance for silver/rebirth scroll/100 gold/possibly something else. So you get 140 gold + 28 DB per week. Let’s assume worst case scenario and say all those DB are medium. 30 medium DB costs 60 gold, so 28 would be 56 gold. You also get 1 more daily gift, so 1 DB (2g) and bottle fo hope (100g). That adds up to 298 gold/week (42,6 gold/day). Sure, most of it is gold equivalent, but both hope and DB are still very useful.

Skipping 1 day: 275 gold/week, you lose one day worth of arena, mare, raids, quests, missions and whatever double rewards you get for that day. Not to mention one day of events.
Playing continously: 140 gold/week + 158 gold (or more) equivalent, chance for 100 gold. Also 2k arena coins, up to 1399 virago, 18 mare stones, etc.
In my opinion skipping one day is just not worth it.

 
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Topic: The Gate / Improve the manual fight mode!

Pause during which we could select targets would solve all problems. Otherwise all of the following must be implemented to change combat into something that isn’t complete nonsense:
1. AI should never override manual commands. Do you have any idea how fucking annoying it is when you finally make those moronic disciples to attack right target only to see them change it one second later?
2. Make AI less retarded. They should always aim for unit with highest DPS as default. Right now they do the exact opposite, first attack tank, then healer leaving glass cannon for last while it nukes your team.
3. Units should not be allowed to overlap. Not only it takes time to select my own, but then I have to be extra slow and careful while picking target because unit I want to attack hides behind another, larger one.

Right now this game isn’t about fighting enemy disciples, it’s about fighting moronic design of combat interface. Hotkeys solve little to nothing becaus it doesn’t matter that I can use skills immediately if all my disciples are aiming for wrong target and I have to waste time to make them attack the right one. Interactive pause is all I’m asking for, it should be easiest to implement (since there already is pause button) and gives best results.

 
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Topic: The Gate / why day 7 reward is lower then day 6?

Anyone confirmed you can’t reset back to day 1? Plus there’s chance for 100 gold, silver and rebirth scroll (yay?), it’s not always DB.

 
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Topic: The Gate / Mare shop, conspiracies and people who fail math forever

So there’s this conspiracy theory on official forums (started by their Super Moderator!) saying that when you have 6-7 copies of particualr UR from mare shop odds of getting another drop significantly so devs can get more money from players refreshing shop.
It proves what I said in another topic: Failbook players are idiots. In order to prove it I’m going to use… MATH! Dun, dun, dun! Are you scared yet?

There are currently 15 cards in rotation in mare store: 13 listed on wiki (probably, not sure if 2 of them can actually appear) plus Argestes and Rimmon. Mare shop has 2 independent card slots (same card can appear twice) and refreshes twice a day. That gives us 28 chances to see particular card during one week.
Odds of seeing particular card: 1/15. Odd of not seeing it: 1-1/15 = 14/15
Odds of not seeing particular card even once during one week (28 times in a row): (14/15)^28 = 14,5%
So it’s not nearly as unlikely as some people think. In fact, it’s quite common, 1 player in 7 won’t see particular card at all during entire week of mare shop rotation. There is no conspiracy by greedy devs, there’s no scam to make you refresh shop, there’s only random chance.

 
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Topic: The Gate / different attake in devil blood window

is verry powerfulk attake


Originally posted by oldschool82:

dps shows Your true damage

lol no

Displayed DPS is almost useless, it’s just very general guideline. Real DPS = (attack – defence)*attack speed. Rule of thumb: higher attack with slightly lower dps is still better than high dps low attack on most occasions.

 
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Topic: The Gate / Skill Upgrading

No, times for tiers can be extrapolated from other tiers, I mentioned nothing about levels. :P
Tier 2 is 2x time for tier 3 at the same level, Tier 1 is 3,5x tier 3. There is a minute or so added to higher levels, I guess it’s rounding error or something.

 
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Topic: The Gate / Skill Upgrading

Your favourite theorycrafter here. You could extrapolate missing times based on what you already have.
Tier 3 2 → 3 takes 44 min, tier 2 takes 1h28 which is 88 (44*2) minutes. For tier 1 it’s 2h34 = 154 (44*3,5) min.