Strategy Improvements (in General)
June 27 2009 12:48 AM EDT
I am looking for a bit of a strategy improvement. About 3/4th of the characters who beat me either have a Halidon or a decent sized tank/archer. Would the best way to improve my chances against these types of opponents be to simply add an evasion to my first minion? Or would this cause too much XP dilution? If you need I can post my character's stats.
June 27 2009 12:50 AM EDT
PL and AC would help
June 27 2009 1:08 AM EDT
I don't have a lot of cash to spend on AC, but PL might be a good choice. The only problem with PL is that I don't get the GA retaliation.
June 27 2009 2:55 AM EDT
your strategy looks almost exactly like mine. Halidon teams are my easiest fight, unless paired with ridiculous DMs (or Ranger). Halidon's get burnt by GA easily. So I see you use both AMF and DM like I am. I don't use a large AMF (100k level) just to counter Decay. I basically have 3 full minions on AS (2 full and a RoS). And don't use decay, it sucks in my opinion on this kind of a large HP, GA team. the more hp you have, the more damage decay will do to yourself from an enemy AMF. ie, if the enemy has 1,000,000 HP, and has a 1.00 AMF on your decay, you're eating up 500k damage off your own high HP enchanter, which in turn means less HP to supply your GA. GA damage is based on your HP.
June 27 2009 2:56 AM EDT
infact that was exactly my strategy until i switched to MM :X
June 27 2009 8:00 AM EDT
yea only minions with Alot of HP (E:Tat) or the large DM archer toa/hal setups really beat my strat. I think robf can pose a problem but im not sure if one of them is farming me atm. About half of my nub was with just 2 minions so my as is pretty high combined with the RoS. PL is a bad choice with 4 minion RoS..GA is just too good. I got rid of shocking grasp because it really only does more dmg than MM in long fights..even with the higher AC opponents..there is a Magic damage scale somewhere i think Lostling had it (if i spelled his name right) shows SG compared to the other spells vs max AC and how many rounds it takes to surpass the other spells. Your strat seems pretty much standard for a 4 minion RoS team..SG or MM is a personal choice..but you do need someone to clean up the enchanters after the dmg dealers die from GA or you will be seeing alot of stalemates. I would try looking for SFBM teams to farm.
June 27 2009 9:47 AM EDT
The only people who will beat you are those that beat typical RoS users.
People with tons of DM or RBF.
Aside for upgraded equipment, your strategy is very solid and quite good.
June 27 2009 9:51 AM EDT
And yes, get rid of decay.
June 27 2009 3:56 PM EDT
I have a very small AMF myself, about 120k. I will rid myself of decay and see if that improves anything, but would a decent sized EC improve my chances? And if so which minion should I place it on.
June 27 2009 4:03 PM EDT
And if I could get a look at that graph you were talking about dup, I may change my DD.
June 27 2009 4:16 PM EDT
there is no point of EC for your strat. just stick with what u have but drop decay
June 28 2009 2:08 AM EDT
Does anyone know where that graph for DD is??
June 28 2009 2:16 AM EDT
The game is designed as carefully as possible to not allow you to beat ALL possible opponents at around the same PR/MPR.
Unless you have many enemies of noticeably lower PR/MPR beating you, there is no need to change your strategy at all.
June 28 2009 2:18 AM EDT
Also, what graph ?
Direct Damage amount is linear compared to DD level.
What purpose would a straight line serve you ? :)
The only difference is between different DD types, and for SG, on the amount of base AC on your opponent.
June 28 2009 2:19 AM EDT
The one Dup mentioned.
"there is a Magic damage scale somewhere i think Lostling had it (if i spelled his name right) shows SG compared to the other spells vs max AC and how many rounds it takes to surpass the other spells."
June 28 2009 2:26 AM EDT
That's not exactly a graph, more of a table.
Besides, it's highly situational, and high AC opponents aren't that common.
Knowing how many rounds SG takes to outdamage CoC against a certain AC tells you little about if it's better to train SG or CoC against a particular team. Also, remember that CoC has the potential to wipe out the entire enemy team in one round, while SG could need up to 5 rounds (last ranged if you have HoC + 4 melee rounds, for up to 10 rounds total) - or, at least, eliminate back-placed enemy damage dealers that were heavily weakened by GA faster.
Seriously, as long as your score is more than double your PR, you're doing more than fine... start worrying when your score starts approaching your PR.
June 28 2009 2:41 AM EDT
This thread is closed to new posts.
However, you are welcome to reference it
from a new thread; link this with the html
<a href="/bboard/q-and-a-fetch-msg.tcl?msg_id=002oLD">Strategy Improvements</a>