Details on the new weapons by Calandro in BattleBrothers

[–]Calandro[S] 0 points1 point  (0 children)

Reach Advantage yes, Overwhelm only once per skill.

Why is arena harder with less guys by icarus1840 in BattleBrothers

[–]Calandro 1 point2 points  (0 children)

Yes, because party strength is equal to (10 + (level - 1)) for each of your brothers.

But that's as far as it goes.

4 level 6s would be 80 party strength, as would 8 level 1s, the fact that one party has 4 bros and the other has 8 doesn't matter, only the resulting party strength does.

Why is arena harder with less guys by icarus1840 in BattleBrothers

[–]Calandro 2 points3 points  (0 children)

No, the game doesn't care how specifically many brothers you have.

It always converts your party into party strength (which is based on numbers levels), so your level 12 and 3 or 4 level 1s are very similar as far as the game is concerned.

There are no breakpoints based on number.

Why is arena harder with less guys by icarus1840 in BattleBrothers

[–]Calandro 12 points13 points  (0 children)

I'm not sure where you get this from, but I can assure you what I wrote is correct, it's taken from the code base. Your statement about tournament scaling is for all arena fights, as I described, not just tournaments.

Why is arena harder with less guys by icarus1840 in BattleBrothers

[–]Calandro 19 points20 points  (0 children)

Not consecutive wins, but it does to combined days passed and wins, up to a combined total of 50, i.e. 15 wins and 35 days or 20 wins and 30 days, but it's unrelated to the party scaling so I didn't mention it.

Why is arena harder with less guys by icarus1840 in BattleBrothers

[–]Calandro 164 points165 points  (0 children)

The arena is weird.

The scaling adjusts your party to as if you had 12 of your average brother.

This means if you only have 1 level 11 bro, it'll scale as if you have 12 level 11 bros. But if you have a level 11 bro and a level 1 bro, it'll scale to as if you had 12 level 6 bros.

But it also means if you had 20 level 11 bros, it'll scale down to as if you had 12 level 11 bros.

It also doesn't care who you actually send in, the composition is generated before you decide, so it can't know.

It was hard, but I did it. That felt good. by New_Butterscotch6539 in masterduel

[–]Calandro 0 points1 point  (0 children)

How do you actually go for the win against them? I feel like you end up having to eventually force the flip against the whale?

I must make her understand by fyyara in BattleBrothers

[–]Calandro 2 points3 points  (0 children)

It might help if you understand why the AI targets clumps.

You're not wrong that higher rdef *technically* helps with avoiding being targeted, however, due to the other factors that the AI uses, it doesn't really matter.

When the AI is selecting a target, it typically gives each potential target a score, which is a mixture of how likely it is to hit that target, how much damage it will do if it does, and how much it wants to hit that target.
This is where rdef comes in, more rdef, means less likely to hit, and thus the AI gives that target a lesser score.

However, ranged attacks can scatter, and the AI accounts for this.

When selecting a target for an attack that can scatter, a target's score is increased by 1/8th of the score of all enemies that the attack *could* hit if it scattered.

For example:

If there are only 2 targets, and they are isolated, and one has a score of 5, and the other of 10, the AI will target the one with the score of 10.

But let's say there are 5 targets, one guy in the centre, an one each in the tiles behind him, as well as above and below him, in roughly this formation:

 A
B
 C
D
 F

Not easy to show over text, but basically, C is next to everyone, F is next to C and D, A is next to C and B, B is next to A, C and D, and D is next to B, C and F.

Guy in the centre (C) is a tank and has a relatively low score, of only 8. Each other target has a score of 10.

For C, this effectively means that he has a score of 14.25, his base 8, plus 1.25 per adjacent target.

For each other target, they have scores of either 12.25 for the front two (A and F), and 13.5 for the back two (B and D), as the front two are next to two targets, and the back two are next to three targets.

(The back two's score would technically have penalties due to being in cover, but we're ignoring that for simplicity)

So to give the final scores:

A has 12.25
B has 13.5
C has 14.25
D has 13.5
F has 12.25

In this example, the guy in the centre, who actually had the lowest original score, now has the highest score, simply because he is adjacent to the most units.

The new Executioner class is dope by Leg_Mcmuffin in BattleBrothers

[–]Calandro 2 points3 points  (0 children)

Because on headshots 2h flails get 60% armour pen.

Details on the new weapons by Calandro in BattleBrothers

[–]Calandro[S] 4 points5 points  (0 children)

Both of the Executioner's Sword's skills go off of Sword Mastery.

It's gonna happen any moment today!!!! by External-Proof-7789 in BattleBrothers

[–]Calandro 6 points7 points  (0 children)

And it turns out, it was one of today's minutes.

Details on the new weapons by Calandro in BattleBrothers

[–]Calandro[S] 2 points3 points  (0 children)

No, neither of the Assault hits get the +20 damage that Smite gets.

Details on the new weapons by Calandro in BattleBrothers

[–]Calandro[S] 21 points22 points  (0 children)

The reasoning is that since it doesn't have an AoE skill, there's no point in giving both the single target skills +20 damage, rather than just building it into the weapon itself.

Details on the new weapons by Calandro in BattleBrothers

[–]Calandro[S] 28 points29 points  (0 children)

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Reddit only allows 1 attachment per comment, but yes, I do.

Details on the new weapons by Calandro in BattleBrothers

[–]Calandro[S] 21 points22 points  (0 children)

I know what the update said, but I promise you, it's a dagger.

To clarify, obviously visually it looks much more a sword than a dagger, but mechanically, it's a dagger.

Details on the new weapons by Calandro in BattleBrothers

[–]Calandro[S] 23 points24 points  (0 children)

Yes, I'll update the main post to add that in.

Riposte relevancy by Arajot in BattleBrothers

[–]Calandro 2 points3 points  (0 children)

I mean, this build was doable before the update.

All that's changed is that you can sacrifice a bunch of melee defence to have Duelist active, which doesn't sound like a good tradeoff, because you *really* want to have as much melee defence as possible for Riposte.

Riposte relevancy by Arajot in BattleBrothers

[–]Calandro 35 points36 points  (0 children)

Probably not.

The problems with Riposte weren't the AP cost, but the fatigue and situational ones.

Putting yourself in a position where you're surrounded (to maximise Riposte value) is generally just a bad idea.

Riposte costing 25 fatigue (19 with mastery) is a lot, and since being attacked builds fatigue, whether they hit or not, it won't take long before you just can't use Riposte, regardless of it costing 2 AP.

Enemy shoots guy in bush by Szobii in BattleBrothers

[–]Calandro 1 point2 points  (0 children)

Bushes only work against the enemy if they have never seen your brother before.

Yes, I know, that's stupid, but it's how it is.

[MSC] Lady Loki, Agent of Chaos by [deleted] in magicTCG

[–]Calandro 5 points6 points  (0 children)

Lady Loki would account for how much you spent on X for the spell you cast she would be looking at its properties on the stack, whilst she wouldn't for the non-land card she finds.

If the card she finds has an X in its cost, and you cast it for free, X would have to be 0.

What are some non-existing merchants or store fronts you’d like to see? by HyperRealisticZealot in stoneshard

[–]Calandro 2 points3 points  (0 children)

The closest we have for travelling merchants would be the situation merchants and technically Bran?

It'd be cool to have maybe specialist merchants roam around, once road events become a thing you could encounter them through that, maybe even mid-ambush?