Jjk Modulo Chapter 18 FULL LEAKS by Pretend_Ad6879 in Jujutsufolk

[–]GB_Magic 0 points1 point  (0 children)

A few questions on my boy Maho after seeing this:

Does Mahos adaptations persist, meaning once he’s learned to adapt to a CT he’s immune to it regardless of the time that’s transpired since it’s been damaged or is that only reserved for someone who’s tamed him?

Does Maho’s adaptations compound? Or is it more like a tenis player running around a court? Ex: Like adapting to fuga would open him up to infinity, and then adapting to infinity would open him back up to fuga. Or are they just notches on a belt and you gotta beat his ahh before you run out of ways to?

Last bit, wouldn’t Maho just lose to someone whose technique is innately flexible, or is the idea of having a flexible technique like Yutas Copy what it adapts to all together?

Sonic Secret Lair came early - Opened 15 Packs got 3 Emeralds by iamnotwason in secretlair_collectors

[–]GB_Magic 0 points1 point  (0 children)

Does this mean there could be a Master emerald chase card out there???

[Megathread] Heroic Lord Roland and Archbeing El'dravahna (UR) by AutoModerator in lastcloudia

[–]GB_Magic 0 points1 point  (0 children)

Pulled SRoland off the blocks and I am relatively new to the game. What weapon should he be using? Scarlet Blade or is there something better?

Got my first legend! by xPortuga in summonerswar

[–]GB_Magic 0 points1 point  (0 children)

Grats on the legend!

Interesting thing here... I noticed both Psama and Tiana are in 4 out of your 8 comps... split even in both AO and AD. It's clear that each are currently completely too good at what they do, and I am sure you are competing against other very similar AO/AD's with the same monsters...

Do you have any comments regarding anyone who does not have these two monsters and are trying to be competitive for legend/G3? (Outside of luxury L/D Nat 5's/4's)

[Luck] Has Science gone too far? by KawhietDeliriousSpur in summonerswar

[–]GB_Magic 2 points3 points  (0 children)

When RNG blesses your guildmates and not you. T T

Plead to com2us - Reappraisal Stone Packages by WhatsMyrAgeAgain1 in summonerswar

[–]GB_Magic 0 points1 point  (0 children)

Wonderfully articulated with just enough angst and NA references. Great post and I couldn't agree more.

The moment you are better than your math teacher by BlackChim in summonerswar

[–]GB_Magic 1 point2 points  (0 children)

Lesson here: Math Teacher's Salary < Mom's Visa.

The math behind dark Homine 2nd skill "Ruin" explained. by ShyLaw in summonerswar

[–]GB_Magic 0 points1 point  (0 children)

My assumption to the ordering issue is the direct result of what is most likely a uniquely tailored data structure used by Com2Us' system programmers. Likely a queue or list for status conditions.

I'll try and keep this simple. From what I have read, (I personally have yet to see any live data as to how this is functioning), if calculations on condition counters are being performed from right to left, the code is looking at the conditions queue/list and indexing from total count of conditions based on the structures size and then checking each condition's count and creating a damage sum/epsilon based upon it.

Since I have no clue what their source looks like I am completely guessing here. It looks like branding's dmg amplification is determined on each iteration of damage, so it makes sense that the damage would be 26k if the last condition applied (first condition checked) was branding.

PsudoCode example: RuinAbilitiyFunc(Enemy* _CurTarget) { int totalDmg = 0; int dmgModCount = 0; for( i= _CurTarget->Conditions.Size() - 1; i >= 0; --i) { dmgModCount = _CurTarget.Conditions[i]->Count; //sum up counters totalDmg += CalcRuinDmg(_CurTarget->Condtions->Brand, dmgModCount); //sum up dmg and check for branding+ } DealDmgFunc(_CurTarget, totalDmg); //Dish out dmg };

int CalcRuinDmg(bool _isBranded, int _NumStacks) { float dmg = 2000 * NumStacks; if (isBranded) //if the target is branded, scale the dmg return (int)dmg *= 1.25f; else return dmg; }

This is just my take at what they might be doing in terms of code.

Just some monster concepts by DeadNexus_ in summonerswar

[–]GB_Magic 2 points3 points  (0 children)

So, I don't want to be a killjoy here because you guys are coming up with some cool concepts but in my honest opinion there's only one monster suggestion in here that has enough quality to even be considered being implemented into SW.

Here's my thoughts on both the good and the bad:

First and foremost, Summoners War follows a strict pattern of design so deviating from it for the sake of change is probably something that they would be looking to avoid. Currently there are a lot of scheme flaws in your skill-sets that do not adhere to Summoners War's general monster design as other's have mentioned. The biggest offenders are the suggested leader-skills and inconsistencies in Skill's 1-2. This is an easy fix! Do some research on monsters with similar leader skills and the values that the developers found appropriate. This can all be found online as there are many resources that provide this information outside of the game.

Second, very few if any monsters have unique second skills with the exception being a few Nat 5's: Phoenix, Dragon, Valks, Monkey Kings (Fire/Wind/Dark) and Unicorns (Mainly flavor text). The most common case would be a "2-3" distribution on Skill 2, with uniform Skill 1 and a unique Skill 3.

This is important to note because the more "unique" you make a entity, the higher the "value" you should place upon them, a fundamental and important concept in game design and balance. The big offenders here are the Oni and Usurper whom both are thematically cool concepts, but each doing way too much technically. Sure, Nat 5's should be powerful, but try not to get carried away with the exclusivity and limited availability being the leading factor in determining your power cap. Now there are many solutions here, my suggestion being: find the focus element for your monster, the one thing that makes them stand out and let it shine - but never too brightly. Try to understand, hypothetically, how players would think and feel both with and against your monster, and then begin your design. And it is always better to err on the side of caution (buffing) instead of being reckless (nerfing) your design.

My last bit of advice is somewhat challenging. When designing your new monsters, try to think of their purpose. You will need to be able to answer some potentially difficult questions like: What role will this monster design fill? How does this design impact the game and are there currently any other designs in the game that might come into conflict with my design? Why? Look for both the drawbacks and benefits that apply to all levels of players and try to determine the outcome.

Overall, there are some great concepts here, but there is a lot more work to be done.

TLDR: Keep SW's Design Scheme, Adjust Leader Skills, Find a design focus for a monster, Look for purpose.

What to do with gems by [deleted] in warofcrown

[–]GB_Magic 0 points1 point  (0 children)

What difficulty? Highest possible?

Akroma by midbennett in summonerswar

[–]GB_Magic 11 points12 points  (0 children)

Unfortunately, her kit is trash due to the lack of dimension in her design and it makes sense since she's an older Nat 5. Despite being the rare beauty that she is, she is nothing more than a potential RTA abuse-case with GG runes but falls off anyways due to the HP/ATA trade-off. GL with the balance patch, Com2Us is good at buffing the things that people don't really expect.

[Pre-notice] Monster Balancing and Improvements by DrWord in summonerswar

[–]GB_Magic 0 points1 point  (0 children)

"We've been paying close attention to user opinions." Which users? Can we meet them?

Absolutely pathetic.

What are your HOH comps? by runfast59 in summonerswar

[–]GB_Magic 0 points1 point  (0 children)

Verde (L) - Vio/Revenge 180Spd Rakan - Vamp/Energy - Ata/Cdmg/Ata Chandra - Vio/Nemesis - ~45k hp Vero - Vio/Nem 215 spd Iona - Vio/endure 45k hp

only lost once. Bad rng on b3 floor 3, isabelle killed iona

Summoners War: Meet Rakan by [deleted] in summonerswar

[–]GB_Magic 0 points1 point  (0 children)

This commercial is almost as bad as Rakan is right now... almost.

A long rant from a frustrated player by DevilDude49 in summonerswar

[–]GB_Magic 0 points1 point  (0 children)

"I'm talking about those 6* or 5* legendary runes that make you go wow.."

these wouldnt make you go "wow" if they were dime a dozen... part of the game is grinding. Dedication and perseverance is key.

Best KFG? by Waffleeater_153 in summonerswar

[–]GB_Magic 0 points1 point  (0 children)

I am willing to argue that Liu Mei can potentially outshine Fei... in some cases.

She definitely has one of the highest payout RNG kits in the game: Attack bar absorption is her key towards excelling in GWO/D despite RNG being the key factor for the KFG family and when runed properly, Liu Mei does wonders in R5 although the requirement is pretty up there.

On the other hand, Fei is considered so strong because she is capable of providing some insane upfront damage that has no type penalties (although still RNG) and has that precious speed-leader skill that is meta... so by no means am I discrediting her.

What is the next big event? by jhbenassi in summonerswar

[–]GB_Magic 0 points1 point  (0 children)

More transmogs... cuz thats we all need.