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    pganon

    @nat-rawlins They are all more or less crap.
    Best of the crap are maybe Darmith's Bodyguard and Holter's Bodyguard, which have some value as supporters.

    posted in General Discussion read more
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    pganon

    @nynaevelan said in Mythic Rarity:

    [...] Yes the legendaries may end up being obsolete but I doubt this is going to be anytime soon, maybe in two or three or more years this may come to pass.

    In the meta rather weeks. Opponents coming to the duel with base 6k power, 5k speed and 60k health will force you to, and I don't see why that should take so long.

    posted in General Discussion read more
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    pganon

    @sansot Remember when you only had epics, and a L, any L, would bring your game to an entirely new level? That's where we are now. It is a soft reset.

    Long-time F2P players won't actually suffer so much; their bases are developed, they will get a few Mythics from events, just the space is a problem. BTW space: I guess a solution will come P2W only, and only after enough premium islands have been sold: After 2 or 3 years in the game, players are invested and might reach into their pockets. That's what it is about, and that's all normal considering that SP folks can't do it all for free. The 'technical problem' is a smoke screen, there is no problem making vault keys available for gold.

    P2W players will suffer the most. However, SP already has their money. As bad as it sounds, from a business perspective the P2W matter the least.

    Making Mythics 'easily rankable' to me sounds a lot like a further increase in speed to me, though. Once all the willing players have their OP+ mythics on max, we will get Divine and Satanic, and start from scratch again.

    posted in General Discussion read more
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    pganon

    I'm approaching 100 turns at the five-videos-watched Monsterwood wheel of fortune. I got exactly once 100 gems, and once 50. Is this still bad luck, or is this wheel somewhat unbalanced?

    posted in General Discussion read more
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    pganon

    I don't know folks. I'm relatively new (joined in Feb 19), have never paid a cent, and the only two negative issues impacting my motivation are
    a) the relatively long fight for your first Legendary, and
    b) the difficulty joining a decent team

    I have no problem not getting certain monsters. In principle, all game strategies are open to me, with slightly suboptimal stats. My PvP fighting team is SS+, and patience will get me to rank them to max. It will take longer than if I paid, but so what?

    I have no problem never to reach a top league. A game like this cannot be developed by bored schoolboys, as we did back in the days. Programmers need food and shelter, and the paying players provide this to them and get rewarded accordingly. Thanks to everyone who pays for the game, no sarcasm!

    posted in General Discussion read more
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    pganon

    @matt-stucky578 You can free Wildbird on the limited path, then you have the egg. If you then can still get to the normal path (not possible without $$$ I think) then you can rank it up.

    If you're very committed you can also leave out the limited path and try to get more than 120 cells on the normal path. That's what I will do.

    posted in Events read more
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    pganon

    @darshan Neither do I. Also, the file links give a "not found" for me.
    Is there an explanation somewhere that we both have missed?

    posted in Events read more
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    pganon

    There are a few shortcomings in Ingenica's storyline.

    1. The elephant in the room is that disabling a trait applies to artifacts. There are quite a few torture effects that do not make much sense, like sunburn for a monster made from rock, or poison for a creature currently frozen or entirely without metabolism, but how do you make a machine bleed?! One would have to raise it from the dead first, I guess, but that is not very logical for a mechanic, and not normally available for an enemy monster.
    2. As the creator of the artifacts, applying mechanical hater to Ingenica and her team seems odd, too. Should probably be named expert mechanic, with the same effect as currently.

    posted in Creativity read more
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    pganon

    It is a psycological effect along the tune of 'a bird in the hand is worth two in the bush'. When I tried it first, I destroyed four level-6 Speed and "gained" two level 6 team stamina plus two level 5 team stamina. 😢

    Over the long run it is working. No pain, no gain. I have level 6/7 runes on my fighting monsters now. A level-8 rune is not really a significant improvement for me. So level X it is 😉 And then I pondered how long it would take to craft a level X of whatever type, this is when I noticed this possibility.

    posted in General Discussion read more
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    pganon

    I think I have found an efficient way to craft high-level runes. Comments welcome.

    If you want to craft a level-2 rune, you need four level-1 runes. Outcome is 100% certain. Therefore, the value of a level-2 rune is four level-1 runes.
    The value of a level-3 rune is four Level-2 runes, in other words, sixteen level-1 runes.

    Generally, the value of a level-N rune is 4^(N-1) level-1 runes. [4 to the power of N-1]
    That means, a level-10 rune takes 4^9 level-1 runes to craft, that's a quarter million!

    But we get runes from mazes, dungeons, and so on, and they are not all level-1. So it is not as bad as it seems.

    When "flipping runes", we use 3 level-1 runes of the desired type, say speed, and one rune of high level, let's say level-5 team stamina. We hope to get a level-5 speed rune. When we craft it, the game tells us that the chance of getting a level 6 rune is 25%. Experience tells me that the normal outcome is a level-5 speed rune, and occasionally we'll get a level-4 rune.

    I assume that the chance of a level-4 rune is also 25%, and that in 50% of the cases the rune will be of the same level as the highest input, in this case, level-5. If anyone can confirm or deny this, please do.

    To get to the point, this probability of crafting a rune a level higher than the original one, opens a clever method to accelerate your way to level-10 runes. This is how it goes:
    Never, ever, craft a level-2 from four level-1's.
    Always craft three level-1's with the best rune you possess.
    Your existing level 2, 3, 4,... runes you can raise the old-fashioned way.

    Here's why: Assume you have four level-8 runes of the same type. Each of them is worth 4^7=16384 level-1 runes, to a total of 65536 level-1 runes.

    If you use the four runes to craft a level-9 rune, the four level-8 runes will disappear. You will remain with a level-9 rune worth 4^8=65536 level-1 runes. You gained nothing, you lost nothing.

    But if you use 4x3 level-1 runes, trying to flip the level-8 runes, this is what happens: Statistically, in one case you will get a level-9 rune. In another case you'll get a level-7 rune, and in the remaining two cases you'll get level-8 runes.
    That means, you have your level-9 rune as before (65536) but the level-8 runes didn't disappear: Two of them you still have (2x16384=+32768), and you have an additional level-7 rune (+8192). For this to happen, you destroyed 12 level-1 runes (-12).

    In other words: The gain of getting a rune of a higher level (65536-16384-3=Gain:49149) outweighs the loss of getting a rune of lower level (8192-16384-3=Loss:8195) by factor 6! And in the most likely case you lose three level-1 runes (Loss:3).

    So even when you're not attempting to flip runes, you should, statistically, craft three level-1 runes with the highest rune you've got. Even if that means flipping them the wrong way.

    posted in General Discussion read more

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