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Post by unagok on Jun 20, 2023 13:49:16 GMT
Does it make sense to go for special gem combos, or is it better to just add flat stat points?
For instance, for Timur, the gem combo that gives 5% bonus to IBC is quite *Auto Corrected*ty imo since there is an admin gem and a cavalry gem. Did anyone test whether having 3x yellow gems give better damage output?
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Post by nikomachos on Jun 20, 2023 14:27:49 GMT
Unit gem and red gem are usually good. Which means that for timur recommended is either for mongol raiders or for woad.
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Post by unagok on Jun 20, 2023 14:37:19 GMT
Unit gem and red gem are usually good. Which means that for timur recommended is either for mongol raiders or for woad. But for both mongolian raiders and woad raiders, the gem combos have very low level gems. My original question was how the 5% damage bonus compares to using 3x level 5 yellow gems. I’d test it myself if I had the gems but I have the fragments and I’d like to know before I use them up.
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Post by stoic on Jun 20, 2023 14:43:20 GMT
Unit gem and red gem are usually good. Which means that for timur recommended is either for mongol raiders or for woad. But for both mongolian raiders and woad raiders, the gem combos have very low level gems. My original question was how the 5% damage bonus compares to using 3x level 5 yellow gems. I’d test it myself if I had the gems but I have the fragments and I’d like to know before I use them up. It is 10% actually when we are using upgraded gems. And, as I understand, this bonus applies for the whole legion. So, MR and WR have excellent gem combos because damage gem is just as great for Archers as yellow gems.
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Post by unagok on Jun 20, 2023 14:56:36 GMT
But for both mongolian raiders and woad raiders, the gem combos have very low level gems. My original question was how the 5% damage bonus compares to using 3x level 5 yellow gems. I’d test it myself if I had the gems but I have the fragments and I’d like to know before I use them up. It is 10% actually when we are using upgraded gems. And, as I understand, this bonus applies for the whole legion. So, MR and WR have excellent gem combos because damage gem is just as great for Archers as yellow gems. What the…? I thought it was mandatory to use the exact levels shown in the “handbook”. Thanks this helps a lot.
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Post by Anh Duy on Jun 20, 2023 17:15:55 GMT
Use a little math to solve this problem (Note that this calculation only works for attacks point) Let say you have 2 option: (1) 20 point (2) 10% damage increase Step 1: Remember that 2 point = 1 damage increase => 20 point = 10 damage increase Step 2: Set up an equation look like this: X damage increase = Y% damage increase We got: 10 damage increase = 10% damage increase Step 3: Convert the equation so that Y% become 100% So that the equation has the form: Z damage increase = 100% damage increase 10% × 10 = 100% So multiply both sides by 10, we got: 100 damage increase = 100% damage increase So Z = 100 Step 4: Z is our neutral attack point which mean if you troops have the attack point = Z then both option are the same From here let's compare (1)If your troops have the attack point larger than Z then the % damage increase is more beneficial (2)If your troops have the attack point smaller than Z then the damage increase is more beneficial => This leads to the conclusion that the more you play the game so that your troops get stronger in the late game then the % damage increase is a lot more important than the flat damage increase Note that this only work on attack point, I don't include reduce damage taken, defense point, or gem slot, etc
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Post by balthazar on Jun 20, 2023 18:43:11 GMT
Use a little math to solve this problem (Note that this calculation only works for attacks point) Let say you have 2 option: (1) 20 point (2) 10% damage increase Step 1: Remember that 2 point = 1 damage increase => 20 point = 10 damage increase Step 2: Set up an equation look like this: X damage increase = Y% damage increase We got: 10 damage increase = 10% damage increase Step 3: Convert the equation so that Y% become 100% So that the equation has the form: Z damage increase = 100% damage increase 10% × 10 = 100% So multiply both sides by 10, we got: 100 damage increase = 100% damage increase So Z = 100 Step 4: Z is our neutral attack point which mean if you troops have the attack point = Z then both option are the same From here let's compare (1)If your troops have the attack point larger than Z then the % damage increase is more beneficial (2)If your troops have the attack point smaller than Z then the damage increase is more beneficial => This leads to the conclusion that the more you play the game so that your troops get stronger in the late game then the % damage increase is a lot more important than the flat damage increase Note that this only work on attack point, I don't include reduce damage taken, defense point, or gem slot, etc Is there a limit to Max dmg increase you can get from stat point? I understand after 200 stat points you suggest to focus on % dmg increase gems. If thats not the case can you please clarify or suggest a reference on the topic? Thanks a lot.
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Post by Anh Duy on Jun 20, 2023 20:25:55 GMT
Use a little math to solve this problem (Note that this calculation only works for attacks point) Let say you have 2 option: (1) 20 point (2) 10% damage increase Step 1: Remember that 2 point = 1 damage increase => 20 point = 10 damage increase Step 2: Set up an equation look like this: X damage increase = Y% damage increase We got: 10 damage increase = 10% damage increase Step 3: Convert the equation so that Y% become 100% So that the equation has the form: Z damage increase = 100% damage increase 10% × 10 = 100% So multiply both sides by 10, we got: 100 damage increase = 100% damage increase So Z = 100 Step 4: Z is our neutral attack point which mean if you troops have the attack point = Z then both option are the same From here let's compare (1)If your troops have the attack point larger than Z then the % damage increase is more beneficial (2)If your troops have the attack point smaller than Z then the damage increase is more beneficial => This leads to the conclusion that the more you play the game so that your troops get stronger in the late game then the % damage increase is a lot more important than the flat damage increase Note that this only work on attack point, I don't include reduce damage taken, defense point, or gem slot, etc Is there a limit to Max dmg increase you can get from stat point? I understand after 200 stat points you suggest to focus on % dmg increase gems. If thats not the case can you please clarify or suggest a reference on the topic? Thanks a lot. I think these is no limit on how dmg you can have from stat point My suggest is that when you have a strong troop with 200~300 attack the %dmg increase tend to have more useful,of course you can have a general with a lot of stat point, it work good play the game the way you want this is just my little suggestion My calculation is just show you that if you have 2 option about dmg stat and %dmg increase which case that you can calculate is more useful, the % thing is very good to use that why the game tend to rank general with a lot of buff in 1st place rather than the general with higher stat in our inventory
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Post by Anh Duy on Jun 20, 2023 20:33:55 GMT
And of course if you into some generals like Subutai or Murad II then stat point is a very good choice to build your generals
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Post by balthazar on Jun 21, 2023 5:04:58 GMT
And of course if you into some generals like Subutai or Murad II then stat point is a very good choice to build your generals Got it thanks.
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Post by jonblend on Jun 26, 2023 20:35:22 GMT
Use a little math to solve this problem (Note that this calculation only works for attacks point) Let say you have 2 option: (1) 20 point (2) 10% damage increase Step 1: Remember that 2 point = 1 damage increase => 20 point = 10 damage increase Step 2: Set up an equation look like this: X damage increase = Y% damage increase We got: 10 damage increase = 10% damage increase Step 3: Convert the equation so that Y% become 100% So that the equation has the form: Z damage increase = 100% damage increase 10% × 10 = 100% So multiply both sides by 10, we got: 100 damage increase = 100% damage increase So Z = 100 Step 4: Z is our neutral attack point which mean if you troops have the attack point = Z then both option are the same From here let's compare (1)If your troops have the attack point larger than Z then the % damage increase is more beneficial (2)If your troops have the attack point smaller than Z then the damage increase is more beneficial => This leads to the conclusion that the more you play the game so that your troops get stronger in the late game then the % damage increase is a lot more important than the flat damage increase Note that this only work on attack point, I don't include reduce damage taken, defense point, or gem slot, etc Is there a limit to Max dmg increase you can get from stat point? I understand after 200 stat points you suggest to focus on % dmg increase gems. If thats not the case can you please clarify or suggest a reference on the topic? Thanks a lot. I come to the same conclusion: if (unit atk+ gen's capabilty/2) >200 then dmg increase% is preferred. For defense, it's (unit def + gen capa/3) >133
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Post by nikomachos on Jun 26, 2023 20:58:04 GMT
jonblend hold on. Once we reach endgame level units attack ALONE is above 200, so we should basically equip all red gems ?(except for combos) or did you mean (unit attack + gen cap) ÷2?
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Post by jonblend on Jun 26, 2023 21:33:09 GMT
jonblend hold on. Once we reach endgame level units attack ALONE is above 200, so we should basically equip all red gems ?(except for combos) or did you mean (unit attack + gen cap) ÷2? last time I checked, that's how total atk (per unit) is calculated: (unit atk+ gen's capabilty/2)
and yep, if it's only about gems, then red gems rule supreme, capability gems should only be used when part of a gem combo (exceptions Murad II and Subutai).
Green gems can be good on tanky units if you can inlay them on defense% weapons and/or the 10/15% armor. For example Cnut with Lombard combo lv2 in his weapon has already 30% dmg reduction (not yet counting his title and other stuff) If you have a single slot to fill, then I think +1 mobility is usually better than +5% dmg With two slots you can put +1 mob and title gem (or pink) or - if it fits- a small gem combo like camel or desert or woad; otherwise 2x red (or 2x green) Three slots are for combos, but as a rule of thumb the gems' value plus skill percentage should be higher than what you could achieve with 3x red gem. Unless of course you have a tactical reason to do so since damage is not everything [ one such reason being lack of red gems]
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Post by unagok on Jun 28, 2023 12:49:18 GMT
But for both mongolian raiders and woad raiders, the gem combos have very low level gems. My original question was how the 5% damage bonus compares to using 3x level 5 yellow gems. I’d test it myself if I had the gems but I have the fragments and I’d like to know before I use them up. It is 10% actually when we are using upgraded gems. And, as I understand, this bonus applies for the whole legion. So, MR and WR have excellent gem combos because damage gem is just as great for Archers as yellow gems. Does it become 15% if we use all level 6 (max lvl) gems? For example is the gained Lobbyist skill (red+white+white) level 3 when the gems are max level?
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Post by stoic on Jun 28, 2023 17:48:27 GMT
It is 10% actually when we are using upgraded gems. And, as I understand, this bonus applies for the whole legion. So, MR and WR have excellent gem combos because damage gem is just as great for Archers as yellow gems. Does it become 15% if we use all level 6 (max lvl) gems? For example is the gained Lobbyist skill (red+white+white) level 3 when the gems are max level? I don't have any empirical evidence, because I have only 3 gems of the highest quality. But I seriously doubt it. I believe andrei or yuanzhong can confirm or deny it...
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