Thanks Matt.
This makes sense. I do agree that resistance may impact the amount "stun" landing. With AOE attacks, it certainly makes a big difference in the dmg it takes from it.
Thanks Matt.
This makes sense. I do agree that resistance may impact the amount "stun" landing. With AOE attacks, it certainly makes a big difference in the dmg it takes from it.
cerebus313.png
Ok so this is today 3/13 cerebus
343 damage in 27 rounds for a avg of 12.7m a round
NOW
I upgraded some chips this morning. replaced a level 5 obsidian with a level 8 replaced 2 level 4s woth level 5s
replaced a level 5 saph witha level 8 replaced 2 level 4s with level 5s
upgrade 3 swords 2 levels and my staff 2 levels
and a spirit 1 level
We also were missing out biggest hitter and our 3rd biggest hitter.
So I am not exaggerating or rounding here
Im getting these jumps in damage and teh more i upgrade offensively the worse i seem to do.
I do not think this is a case of not getting enough rounds in to get those BIG rounds in because I had more rounds today then yesterday. Although my final round was 33m other wise my avg would have been even lower. I was for the first 15 rounds averaging 10m a round.
This is not an issue of the biggest hitter is eating up all the damage and helps disprove the theory that one persons damage effects the other persons damage.
So I am clueless. other someone cursed my acct, a dev is messing with it, or there is something going on I cant see.
Other players are able to increase their avg damage per round, yet no matter what i do my average drops and does not want to get back up to the 15m I was averaging over a week ago.
in my humble opinion it does, especially the preciseness on shayd. assuming you let shayd or other stunners hit first. now shayd misses less, stuns earlier and your "sacrifice" isnt happening (=sub spawns).
most have their main in the center row and sacrifice that. there is usually and 100+ rune on them, but during the second battle round (if shayd stuns again) your main will help building up morale by doing a normal attack. that would throw off the timeing in your group. i had the same problem while i was spawning cianna and herja on the sub (no not at once! in different forms silly) and experienced less damage as well. i fixed that by having my herja as a fixed part in the group, so now even when the "sacrifice" doesnt get sacrificed, she restores full morale on that one as well.
the only way to fix this is to make sure there is no hero that ever builds up morale. right now mine is lance who gets a normal attack every other round after herja is killed, resulting in building up morale and then cerb/baal gets the skill off on 3 heroes instead of 2 or 1 remaining.
EDIT:
PS: i noticed you are taking the last round into your calculations. everytime you are getting a victory screen, only means you could have done more damage but he simply ran out of HP so the fight stopped somewhere half way thru.
matt these kind of problems hve happened to me as well i upgrade my attack and do less damage for osme reason, idk if this is cause of some bug in theri coding or maybe it matters at what hp you hit the banish boss but I would say that don't linger on this too much and just try to max your damage and then just stick with that average per round.
This issue drives most people over the edge. I don't think about it anymore, as it would infuriate me, as it's obviously something in the code that literally holds back people who increase their damage and output. It's a built in mechanism to make sure people don't get "too much" income... How dare we.
-- Deuc
I know that i should stop lingering on this. But I feel that since banish is the main source of income for all, I want to understand it.I want to know every mechanic of it so I can maximize my income. Damn I am greedy
I dont understand why Specwar is doing double Matt's dmg. I checked out their stats, and attack values are very similiar and crit ratings are very similar as well. What is causing the giant gap in dmg output?
Hey when you figure that out let me know
the only difference between me and spec is he has aphro
but you are correct out crit runes are identical except on main, we have the same venge and intense on all our heroes expect his main has a 12 venge and mine has an 11.
Our phys/skill attacks per hero are so close to identical its ridiculous.
Now I will say many days Spec goes to 100 boost while I only do 80. Im not spending gems to boost. But even with spec at 100 and me at 80 I dont get why he nearly doubles my damage. Its been like this for weeks. We went from being neck and neck for a week with me only about 20% behind him in damage since he was at 100 and i was at 80, to me doing less and less avg damage and he stays steady or gets higher.
It makes 0 sense to me. Aphro and the 100 vs 80 boost does not make sense to me to nearly double my avg damage - but it does. So if anyone has an explanation to that - I'd love to hear it.