Recent posts by Santa367 on Kongregate

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Topic: Rise of Champions / Hellbound beaten by new upstart guild shock !!!

lmao, maamba…we just got lucky to meet their newer(weaker) members of guild…there is nothing to brag about…

 
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Topic: Rise of Champions / [Work In Progress] Damage calculations:

Alusio, in my second post u see my warr’s stats, which are alredy including the whole range of different bonusses. at the same post i described my 1st test and formula worked. At my 3rd post u can see data from my 2nd test, which has even wider range of different bonuses and my 2nd test’s result are pefrectly suiting with the formula. I’m already 99% sure, that this formula is right and not gonna do anymore tests to proove it(too lazy). On the other hand I would appriciate if smbd else would do some tests so i can be 100% sure about the formula.

 
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Topic: Rise of Champions / [Work In Progress] Damage calculations:

aluisio, thx for patricipating in our discussion.

1)u probably haven’t read all my posts, because in the last one, where i give the final(atm) formula, i’ve already corrected “(1-meele res – phys res)” to “(1- mr) * (1 – pr)” – shadawn was right, those are two separate multipliers. also this formula already contains the full version of my “y”.

2)well, u say that the elemental bonus is being calculated over base dmg. i disagree with this, but u could try to make an expirement and proove ur point of view.

3)shadawn, i tried ur data with the formula mentioned above and it gave 316 instead of 313. i think it’s because those little elemental bonuses from cms are calculated separately and being rounded down, eg if those 4 % consist of 1,25, 1,25 , 1,25, and 0,25, its actually 3%. another example: if its 4 elements 1% each, their y value would be 2,327 dmg in this case and they rounded down to 2 dmg, while if calculating just 4% u get 9,3 dmg instead of 8 dmg

 
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Topic: Rise of Champions / [Work In Progress] Damage calculations:

ok, i made a different test with bit more complicated calculations on someone with significant additional physical res from equipment and many cm in phys res, meele res, magic res and different elemental res. I tried basic attack, basic on slashface and basic on intimidate, used same warr as in previous test(same base dmg and all bonuses) and i finally got a complete final formula, which worked perfectly for all cases. i put all effort to make this formula easy to understand:


ttl dmg = x + y (x=physical, y=elemental)

x = base dmg * (1+meele dmg+dmg) * (1-phys res) * (1-meele res)

y = x * (1 – magic res) * (n + a + l + f+ i)
(n=nehter dmg * (1-nehter res) etc)

this is th light version of “y”, in reality all the elemental bonuses are not being added but they are being calculated separetly into dmg, then rounded and only then added.


there is an example: warr with 100 base dmg, +30% meele dmg, 50% nether and 20% arcane attacks a warr with 10% phys res, 10% meele res, intimidate on it(-40% meele res and -20% phys res), 15 % mage res, and 10% nether res and 0% arc res:

x = 100 * (1+0,3) * (1-0,1-(-0,2)) * (1-0,1-(-0,4))= 100 * 1,3 * 1,1 * 1,3 = 185,9 ~ 186

y = 186 * (1-0,15) * (0,5 * (1-0,1) + 0,2) = 186 * 0,85 * (0,5 * 0,9 + 0,2) = 102,756 ~ 103

ttl dmg = 186 + 103 = 289

(resists of the warr i’ve hit in 2nd test were following: 15% meele res(cm+perm), 21,43% phys res(cm+equip+perm), 19% mag res(cm +perm), another cms res: nether 6,25%, arc 0,5%, ice 0,75%, light 0,25%, fire 0%…basic attack 191, with slashface 287, with intimidate 354)

now, pls prove me wrong or right…and where is my cookie?
almost forgot: big thx to Dblader and Lecohj for being my labratory rabbits ;)

 
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Topic: Rise of Champions / [Work In Progress] Damage calculations:

i’ll show u my test with it’s calcuation, maybe i did smth wrong and it’s just happy coincidence, need ur opinion…

i used a basic attack of my warr on another naked(0 armor) warr and got 233 dmg without crit.
my warr’s base dmg is 146 (maybe it’s rounded up, dunno, but imo not very relevant).
my warr’s physical dmg bonus contains 30% perm, 10% barracks, 1% dmg(cm), 1,25% meele dmg(cm), which gives the totall multiplier of 1,4225
opponent’s warr has 10% meele and 10% phys res from perm and 0,5%(cm), which gives the multiplier of 0,9 and 0,895
my warr’s elemental bonuses: 26,76% nether, 18,87% light, 1,25% arcane, 1% ice and 0,75% fire, which gives a totall multipier of 1,4863 or 0,4863
magic resist on opponent’s war is 15 %, so multiplier is 0,85
my warr’s mutation is gigantism, so it’s str bonus is already within base dmg
i forgot to ask the guy, i tested about his elemental/magic res(cm), but they should be round 0, cause he is new player

now according to the original formula:

ttl dmg = 146 * 1,4225 * 0,9 * 0,895 * (1,4863 * 0,85) = 211,34=/=233

those last brackets are obviosly redundant, so if u look preciesly, u see that according to this formula the mag res multiplier applies to the whole term, though it shouldn’t. with this thought i changed the last part of formula in the way, i described in my post above (this + is important) and made a following calculation:

ttl dmg = x + y

x = physical part of damge = 146 * 1,4225 * 0,9 * 0,895 = 167,29 dmg (just as 1st part of originall formula)
y = elemental part of damage = 167,29 * 0,4863 * 0,85 = 69,15

ttl dmg = 167,29 +69,15 = 236,44 ~ 233

it is probably slightly higher, beacuse i added elemental bonuses together but actually they should be calculated and rounded separatly or cause the basic dmg of 146 is actually a bit higher, as u supposed…

 
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Topic: Rise of Champions / [Work In Progress] Damage calculations:

ok, shadawn, i’ve tested ur formula and played around with it a little bit. 1st: it didn’t work quite correctly according to my test and calculation(i can assure, i have concidered all the bonuses/resistenses with their exact values).
2nd: i’ve tried to improve ur formula:

ttl dmg = x + y, where

x = base dmg * (1+physical dmg) * (1- physical res) * (1- meele res) and

y = x * elemental dmg * (1- mage res)

example: base dmg 100, physical bonus 50%, meele res 10%, phys res 10%, nether bonus 40%, mage res 15%

ttl dmg = 100*1,5*0,8 + 100*1,5*0,8*0,4*0,85 = 120 + 120*0,4*0,85 = 161

I’m still not sure if it’s (1 – meele res – phys res) or (1 – meele res)*(1 – phys res) cause the difference between 0,8 and 0,81 isn’t that big;), but need a testing on a char with more physical res than the permanent.

Also it looks like different elemental bonuses are being calculated separetly, then rounded up and added

 
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Topic: Rise of Champions / Ask the devs!

+1^

 
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Topic: Rise of Champions / ^ー^

Originally posted by Lollerthere:

Santa I ask you nicely to stop answering questions in my thread.

kk, sorry.

 
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Topic: Rise of Champions / ^ー^

Originally posted by Beckora:

@Santa367 and other veterans

It’s true that as we “tier-up”, builds will have to evolve along the way in order to adapt and to continue being efficient and on the winning side. With this thought, is it possible to minimize any drastic changes (e.g. changing classes, mage to rogue) and still succeed now and later in the higher tiers for free players?

Any helpful recommendations will be appreciated :)

oh, beckora, it’s so nice of u counting me to veterans, though i only play this game for 12 days(it doesn’t change the fact, that i know what i’m saying if giving any suggestions, (special thx to sneaky, shadawn and others, who answerd all my stupid questions lol))

i’m not really sure what to recommend u but i will give some examples… u can start with a speedy glasscannon build, u will loose a lot in lower tiers, but eventually u will be powerfull enough to compete with masq or jon2121, and u also won’t need any drastical changes on the build, while tiering up. another example is my build(i think u remember it from our fights): it works very well for me and shadawn as for now but i will replace my mage with another warr at higher tiers and get smth like usoppp has. imo this replacement is not such a drastic change because i can collect equips for my 3d warrior early on.

as far as i know a lot of veterans have changed their build completly few times and yes it will require tons of gold and essence, but that’s the price u have to pay.

hope,it was somewhat helpfull

 
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Topic: Rise of Champions / ^ー^

i hearty recommend u to change the build completely ;)

rufah, sorry, but it seems to me that ur path of thoughts isn’t right… u have too see ur team as a single unit, which works together and not like four chars, doing their staff. u will hopefully get to this point after few more days/weeks playing. u have to understand, what a build is. a build is curtain combination of characters, their stats and skills, which win easily against some other builds, but loose as easily to others. in most cases its like rock, papaer, scisors(lizard,spok,lol). so u have to choose a build, which beats most other popular builds in ur tier. eg masq pwn almost eveything in higher tiers but his build is worthless in lower tiers due to lack of mastery points. my current build, for example are 2 speedy damaging wars, dagger rouge and speed tank mage with slowing spells and i win 90% in my tier 5 but it probably won’t work in tier 8 and above.

so what i’m saying, play a bit more, talk to ur guildmates, and Choose The Build

and the most imoprtant: enjoy the game and it’s community ;)

 
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Topic: Rise of Champions / f..k confused

if u mean, that +49% lightning dmg dropped to 39%, maybe cause u respeced ur mage and didn’t put a skill point into “Gift of Thunder”.

the mage with +25% fire dmg does more dmg then the other mage with +17% fire with the same fire spell, because the 2nd mage’s magic attribute is much higher or he’s got better stave.

i also have this problem with loosing 1 point of speed, but it’s just a bug. if u go into battle and look at ur speed, it’ll be correct.

what is Gluck?, do u mean german word Glück? if ur german is better, i can explain it in german, if u want

 
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Topic: Rise of Champions / ^ー^

Originally posted by rufah_7:

Unlce Masquerade:

1. I’m buying 2-slotted items to have the stats I want of them. Considering you’re and expert about mages and rogues, what stats should I put for mage and rogue. (I have a nether-lightning mage and a poison-stun rogue)

2. Since I saw your level 20 buildings, I’m curious: How do you did it? What do you recommend? It looks pretty expensive to me.

i’m not that expert, as masq, but still have strong opinion to this questions:

1.masq’s build is a speed build(or glass cannon if u want) and it has nothing to do with urs, cause u are probably using 2 warriors. 1st of all poison rouges suck as u tier up, unless u’ve got a descent build for using his poison. a mage should always concentrate on 1(!) type of spells eg only nether or only lightning.(check out “nether damage?” thread)

u have to descide about ur build 1st and then craft slotted items accordinly to ur build(check out the build guide). if u really want to stick with 2 warrs, ranged rouge and mage(strongly unrecommended),there u go: for rouge u should get + poison OR + stun OR + nether OR + ranged dmg for major rune. for minor its ususally +agi, +speed or + all stat. which exactly u use, are up to ur build and battle strategy. the mage should get + nether IF he use nether spells, + lightning IF light spells and so on for major rune. minor is usually + all stat or + speed, or the mix of both.

2. it is indeed expensive. suggestion here is to grind for gold. an another suggestion is to grind even more. and last but not least…grind like crazy ;D. also upgrading buildings is very helpfull and should be ur primary gold investment, so grind for gold and pay high price for high advantage

 
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Topic: Rise of Champions / ^ー^

Originally posted by Lollerthere:

Santa why do you want a pic of me? cx

as i said before, i’m just curious. also, now i start to suspect u’re not the 19 yo guy, but some, let’s say 50 yo lady ;P

 
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Topic: Rise of Champions / ^ー^

Originally posted by stevegamer:

A few questions on the actual game itself. I am a relatively new player, not level 20 yet. I have a team that is warrior, bow rogue, dagger rogue, mage.

1. I am beginning to bump up against the inventory limit. I am hoarding a bunch of unused Flawless & Supreme items, and some Epic & Unreal items right now for use later in melding. Should I simply sell a bunch off? For example, I have 8 Mage weapons: Unreal, Epicx2, Flawless x2, Supreme x3. with only 1 Mage, I am unlikely to want to use more than 2-3 weapons of those, but I do need to tinker and play around with what I like to play.

2. I also have a number of slotted items to use for crafting to meet daily tasks. I think I should prefer to keep 1 slot items now, since my goal is to use these just for meeting tasks – I doubt that any of these items are going to be crafted into anything I keep long-term. Does that make sense?

3. Do you think Elite Expeditions are worthwhile or not?

4. When spending Mastery points, if you don’t like any of the options you get to pick from, what do you do in that case? I tried closing and trying again, but the same choices came up.

Sorry, masq, i’m really bored, so i’ll answer those for u as all this questions are only game related.

1. U should keep all flawlesses and better, because u might want to use/meld/re-enchant them later. Supremes are not that valuable, because u can craft them any time using essence, the only exeption are artifacts, because they are pretty expensive to craft. Also i would suggest to buy some inventory slots, if u are going to invest any money in the game, cause u’ll need more and more inventory space later.

My rule of thumb is selling everything rare and below, selling weapons/arts/armors, i’d never use flawless and below, because they are expensiver. All the rest should be melded with 3:2 ratio(e.g. 3 supremes and 2 grands for 91% flawless) or reenchanted if its leg/unreal.

2.It makes sense, because 1 slotted are cheaper to craft, u might also want to keep some 2-slotted items, so u can craft them later(if inventory space allows), but u can buy slotted items in shop fr gold anytime, though artifacts for example are pretty expansive, so don’t throw them away.

3.As far as i know the only expedition, that is worthwile, is basic. It gives u little profit on average and u also get some supremes and even flawlesses from it. Other expeditions might only be usefull, after u’ve upgraded ur buildings to the max and thus have nothing more to spend gold on, but its not gonna happen soon.

4.Unfortunately, u can’t do anything about it, unless u have some diamonds: u can refresh the list in cost of 1 diamond or respec all points for 5 diamonds anytime. Even if u don’t invest any money in game, u’re getting 3 diamonds/week from daily rewards, if u log in every day.

Masq, u still didn’t post a picture, are u ashamed of ur appearence? ;P

Also, does this another guy, also named masq, also being in top has anything to do with u?

 
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Topic: Rise of Champions / ^ー^

Originally posted by Lollerthere:
Originally posted by Santa367:

Hi, Masq! Thx for ur detailed answers on my previous questions(in this thread at least ;P). Now i got another one: about ur build.
I was thinking if a build similar to urs could work with just a few mastery points, legs and low tier gems(in lower pvp tiers ofc). I imagine it like rrmm, all stats into agi/magic(tiny bit of wp for mages), everyone full speed and 1 stam steal item, rouges in the front with nether/stun or maybe only stun, mages full lightning. Battle: rouges go 1st with split arrow(or stun bomb in case their rouges are too quick), stunning and damaging opponent’s rouges and rest, so ur mages get the turn and use thunderstorm to kill(that’s the point im not sure, cause no mastery points) all nonwarriors. Then, if u’re lucky enough, rouges get 2nd turn before wars do and its an easy win, if not – they die and mages deal with wars with condemn/energize/freezing wind/deep freeze,/ice spike/frost armor/heal combo(the order of use is situational ofc). If u facing a meele team, u just most probably screwed, but meele builds aren’t that often.
What do u think?

And another one: how do u look like? Could u post a picutre?

PS: i fought ur ai today, though im only tier 4, and i even managed to kill 1 mage)))

I run a copy of my build on my alt, and it’s definitely not as good as it can be, you’ll definitely lose some, but atleast it’s efficient.

About the picture, why?

1.What is the average win % of ur alt? If its 80%+ in lower tiers, it might get just as OP as ur normal build, with some time ofc, doesn’t it?

2.Just curious, lol. Maybe it’s burranndonnnn, posting his pic, awakened my curiosity to know how do u look…

 
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Topic: Rise of Champions / ^ー^

Hi, Masq! Thx for ur detailed answers on my previous questions(in this thread at least ;P). Now i got another one: about ur build.
I was thinking if a build similar to urs could work with just a few mastery points, legs and low tier gems(in lower pvp tiers ofc). I imagine it like rrmm, all stats into agi/magic(tiny bit of wp for mages), everyone full speed and 1 stam steal item, rouges in the front with nether/stun or maybe only stun, mages full lightning. Battle: rouges go 1st with split arrow(or stun bomb in case their rouges are too quick), stunning and damaging opponent’s rouges and rest, so ur mages get the turn and use thunderstorm to kill(that’s the point im not sure, cause no mastery points) all nonwarriors. Then, if u’re lucky enough, rouges get 2nd turn before wars do and its an easy win, if not – they die and mages deal with wars with condemn/energize/freezing wind/deep freeze,/ice spike/frost armor/heal combo(the order of use is situational ofc). If u facing a meele team, u just most probably screwed, but meele builds aren’t that often.
What do u think?

And another one: how do u look like? Could u post a picutre?

PS: i fought ur ai today, though im only tier 4, and i even managed to kill 1 mage)))

 
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Topic: Rise of Champions / [Guide] Speed

Awesome guide, Shadawn! I was always wondering how speed being calculated. There is still one more thing unclear to me: if i use, let’s say +agi and +speed items on a character, would this + speed or other speed bonuses(e.g. guild perk) benefit from this + agi?

 
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Topic: Rise of Champions / nether damage ?

masq, i wasn’t saying u’re wrong, i ment that ur explanation is not clear and i am not relying on pure statement, so no need to be that arrogant ;P.
also i’ve finally figured out how it works(thx to Sneaky): it is true, that +8% nether will benefit more then +6% meele from negative phys resist, because the base dmg which is physical will be increased by slash face/intimidate and +8% nether will be applied onto increased physical dmg.

 
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Topic: Rise of Champions / nether damage ?

ugh, thx for explanation… though my logic just can’t accept that an elemental dmg coorelates with physical resist…if nether dmg is only affected (prevented) by nether/magical resist, it should not get bonus from physical negative resist. Thus, if, as you say, nether gets bonus from negative physical res, it also should be prevented by physical resist but it’s not. I mean, if something work in one direction it has to work same in the opposite.
Also, you say that warrior’s attack are physical, but as i undestand the damage is partly physical(base dmg) and partly any type else(from runes and mp), like another physical, nether,fire, etc.

I think, only devs really know, how it exactly work)))

 
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Topic: Rise of Champions / nether damage ?

Originally posted by Lollerthere:
Originally posted by Santa367:
Originally posted by Santa367:

Would a warrior’s +normal dmg or + meele dmg profit from victim’s slash face(-physical res) and intimidate(-meele res) on it?
Yes of course, with their respective %s.

So if i rely on slash face and intimidate my meele guys would get better dmg output with + 6% meele dmg then + 8% nether, right? However many people put mp and use gear(on tanks) for phys resist and wars have 20% permanent meele resist, also i’ve heard ppl tend to put mp in nether resist. So would it make sense to use, lets say + 6 % fire dmg, cause i also use blazing weaps?

Nether is better in all cases for damage (unless target has a lot of nether/magic resist).
Blazing weps is the equivalent of having an additional 25% fire damage from gear.

Ok, there is my math: if my war with + 6% meele and + 8% nether is attacking an intimidated war, the nether bonus will just stay 8% from base dmg, but meele will gain additional 60% from intimidate and -20% from war’s permanent resist, so 6% get +40% which is 8,4>8, and if victim also had slashface on, its 10,8%>>8% Also my bleed would benefit. Does it make sense?
However considering, the opponent’s tank may have high phys resist from gear or mp ,i could use +6% fire (most probably no resist unlike nether or physical), which will benefit from burning effect if i use blazing weaps.

 
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Topic: Rise of Champions / nether damage ?

Originally posted by Santa367:

Would a warrior’s +normal dmg or + meele dmg profit from victim’s slash face(-physical res) and intimidate(-meele res) on it?
Yes of course, with their respective %s.

So if i rely on slash face and intimidate my meele guys would get better dmg output with + 6% meele dmg then + 8% nether, right? However many people put mp and use gear(on tanks) for phys resist and wars have 20% permanent meele resist, also i’ve heard ppl tend to put mp in nether resist. So would it make sense to use, lets say + 6 % fire dmg, cause i also use blazing weaps?

 
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Topic: Rise of Champions / nether damage ?

Would a warrior’s +normal dmg or + meele dmg profit from victim’s slash face(-physical res) and intimidate(-meele res) on it?

 
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Topic: Rise of Champions / Ask the devs!

1)What are the drop chances of mastery points and mystery keys from: 1. pvp win, 2. pvp loss 3. ai win 4. ai loss 5. arena(respectively to number of wins)?
2)VIP 3 grants +25% chance of mp drop. Is this chance additive or multiplicative to the basic chances from all the sources (including story mode)?

 
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Topic: Rise of Champions / ^ー^

Hi, Masq!
1.I’m pretty new to the game and trying to figure out what party i want to use…maybe you could tell what kind of builds are working well early on and in the long run? I assume that your build only works with tons of mastery points and all that gems and legendaries, so its not suitable for me, right? What i am currently thinking about is following: 2 front wars with high speed and damage, med hp, items with full neither dmg+speed/all stat and little manasteal, backrow war same but just spd dmg items and a support tank mage with high spd. Basic combo would be intimidate+whirlwind(in most cases before enemies nonrogues get to their turn) and for mage blazing weaps, freezing wind and either heal or thunderstorm. Do you think it could work? what enchants would u recomend for the mage?
2.Do the Legendary expeditions worth it? Or melding is better?
3.How many hours a day have u been averagely playing RoC?
4.Do u have a girlfriend?
5.Do u still enjoy the game, though there is nothing more for you to achieve and why?
6.Why are u only answering questions and never ask anything?

 
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Topic: Rise of Champions / Join The Red Brotherhood!!!

Hey people, I’m lvl 18, daily active, ready to donate up to 2-4k a day. kong6569752
Your guild seems to be pretty active and i really need some good ppl to chat with while playing))