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All about Knight faction: Stats, Talent, Tactics, Strategy


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AuthorAll about Knight faction: Stats, Talent, Tactics, Strategy
1700>

wrong

1699>

you just forgot something. there are 2 type of upgraded griffin.

1 of them can use unlimited battle dive, it only hit ANY 1 tile on battlefield with 100% dmg; we got this in LWM and exactly same.

another type of griffin will hit ENTIRE tiles on the selected 2 columns on battlefield with 150% dmg; it can be used only once.

1695>

just because you didnt check all logs, it doesnt mean no one use recruit was existed. i did use some last time. but, it would be pointless once knight get xbow.
Swordsmen are so slow.Not so good in getting places fast.more initiative would be way better.id win way more battles if even +1 speed.

bowmen just have so low hp... no range defence never the less.melee defnce also dont have so weak...
but brute force thats 1 good side of knights.
but theres 3 in total.when helping they help alot!
but defending a ally troops swords just obliterate the incoming enemy
and lst but not least they have range defence so if 3 on 3 all on side is kniht and the other side elf...knight would win since have way better range defence from elven bowmen wich deal 4-7 damage.bowmen deal 2-4.which means knight have a good advantage.so its really a top lvl faction.

from this lvl faction.

1.Dark elf/best at lvl 5-14
2.Necromancer/best at lvl 5-12
3.knight/best at lvl 8-14
4.barbarion/best at lvl 8-12
5.wizard/best at lvl 5-10
6.demon/best at lvl 8-14
1702>

omg, you still want to argue on the best theory? so, what were we got here?

a lv4 knight with fl2 (that's suk, too much gb fights before lv3),

telling us how best is knight units (sorry, my bad, i never know they can be SOOOOO good like what he said),

show us some statistic (which never correct)

===
as a knight, just to remind you, knight is heavily depend on faction level. you had lose the advantage before lv3. you should do less group battle and hunt more from now. AND, enroll more to earn gold. i can see someone will cry for gold later on.

just because you did too much group battle before lv3, you think that knight is best. knight is only good in gb at low combat level before lv4 with its absolute advantage on bowmen and swordsmen.

you have no idea how those orc, elven bowmen, succubi can kick your bowmen hard; how those hobgoblin, sprite, spawn, cerberi, shrew can kick your swordsmen hard; you JUST totally no idea what will happen later on at higher level. you just simply justify knight is best....

yet, we dont have best faction, never will be and never should be....
1701 :
Sorry, you were right.
hi, fellow knights! i have some questions that i still confused:

1)
how to raise faction lv easily? what's the differences between combat lv and faction lv and what's the advantages for each of them? is training chamber depends with faction lv too or just combat lv?

2)
does anyone know what is the percentage that "stun" will trigger? IF i use soldier luck talent, how much will it help to support swordmen or guardians stun?

3)
recruits and crossbowmen, they're both upgraded EXPENSIVE creature! i'm at lv6 now and not a very rich lord. :P should i wait for crossbowmen (lv8) or upgrade farmers first? if i up my farmers, i don't think i'll have enough money to up my bowmen later, but if i wait till lv8 to up my crossbowmen, looks like i have to suffer during this lv6, coz it's so hard to win battles lately... (or i'm the one that can't use knight effectively :P)

4)
"Jousting:
The damage dealt by this creature increases in proportion to the distance it covered before the attack each turn. The damage is increased by 5% per tile covered."

a stack of (for example) paladins attack a stack with jousting. he moves 7 steps before he hits his target. since he's a large creature, which is the correct calculation: 7 tiles (normal count) or 14 tiles (with 2 tiles/step)?

5)
"Return fire:
This creature can retaliate ranged attacks. To do so, it shouldn't be blocked by adjacent enemy units as well as it should possess the unused retaliation of the current turn."

imagine there are 3x3 succubis or mistresses (total 9 stacks), if a stack of bowmen use volley and hit a 3x3 area where all of the succubis or mistresses standing, will ALL of them return fire??? if yes, that will be the funniest (and the most stupid) shot ever!!! lol!!!!! :D

^^^
looks like that'll be enough questions. anyone can help me?
1)
how to raise faction lv easily? what's the differences between combat lv and faction lv and what's the advantages for each of them? is training chamber depends with faction lv too or just combat lv?


Training effect depends on faction level only.

2)
does anyone know what is the percentage that "stun" will trigger? IF i use soldier luck talent, how much will it help to support swordmen or guardians stun?


It depends on total health of attacking and defending stack, but can not be lower than 5% or bigger than 75%. Soldier luck gives you another attemt at stun if first one is failed.

3)
recruits and crossbowmen, they're both upgraded EXPENSIVE creature! i'm at lv6 now and not a very rich lord. :P should i wait for crossbowmen (lv8) or upgrade farmers first? if i up my farmers, i don't think i'll have enough money to up my bowmen later, but if i wait till lv8 to up my crossbowmen, looks like i have to suffer during this lv6, coz it's so hard to win battles lately... (or i'm the one that can't use knight effectively :P)


You must upgrade your farmers to recruits. Recruits increase effect of Knight racial ability - training.

4)
"Jousting:
The damage dealt by this creature increases in proportion to the distance it covered before the attack each turn. The damage is increased by 5% per tile covered."

a stack of (for example) paladins attack a stack with jousting. he moves 7 steps before he hits his target. since he's a large creature, which is the correct calculation: 7 tiles (normal count) or 14 tiles (with 2 tiles/step)?


7, of course :)

5)
"Return fire:
This creature can retaliate ranged attacks. To do so, it shouldn't be blocked by adjacent enemy units as well as it should possess the unused retaliation of the current turn."

imagine there are 3x3 succubis or mistresses (total 9 stacks), if a stack of bowmen use volley and hit a 3x3 area where all of the succubis or mistresses standing, will ALL of them return fire??? if yes, that will be the funniest (and the most stupid) shot ever!!! lol!!!!! :D


Volley is special ability. "Return fire" will not work at all.
1. The easiest way to gain fsp (faction skill points) is hunting. Knights depend on faction level in order to be successful as training chambers give us more troops each time our faction level increases. It's better if you level up slowly and build your hunter and labor guilds as well as your faction level.

2. The chance of stun triggering depends on the number of hit points of your swordsmen and the stack they are attacking. As the hp of your enemy decrease, your chance of getting stun increases. Soldier's Luck helps your chances a little bit but it's not worth it (it's WAY too expensive). Use those 10 talent points on something else.

3. This one is easy: GET RECRUITS! Even if you don't use them in battle, they increase the size of your army allowing you to recruit more bowmen and swords.

4. Cavalry's speed is 7 so the calculation is done using the 7 spaces that it covers before attacking.

5. I believe that ranged retal only happens if you target the succubi/mistresses directly. They cannot retaliate on area attacks like volley.

Hope this helps :)
1) almost cleared
#1706
huh! so i get this training chamber wrong all this time... :(
#1707
looks like i'm a bit too hasty to lv up then. how about MG? which will give me more fsp, hunting or MG?

2)almost cleared
#1706&1707
wow! now i get the calculation! but that makes me want to ask something again!
so if a recruit with hp6 trying to stun an angel with 180hp, the calculation is:
6/186 * 100% = 3,2% for successful stun
where 6 is recruit's hp and 186 is the total of both stacks' hp.
is this correct?

3)cleared
#1706&1707
now i get it! looks like i've to spend a lot of money then... :P but with playing slow like #1, maybe my money will also come back. :)

4)cleared
#1706&1707
lol, i thought the max damage will be +70%! :D

5)cleared
#i706&1707
bingo!!! so that's how i should take care succubis, volley is their weakness, but with minor damage of course... :P

^^^
thanks a lot for the tips, but i have 1 question again:
vvv

6)
"Shield allies:
The creature shields all adjacent allies with its huge shield. As a result, those allies take only 75% ranged damage."

i haven't got any guardians, but i'm curious about it. shield allies is an active skill or passive? if it's passive, to activate the skill, do guardians have to use "defend" or just standing nearby?

^^^
anyone that can help me would be a real big help for me! thanks for huntress and javi!

bingo!!! so that's how i should take care succubis, volley is their weakness, but with minor damage of course... :P


pif... for me, i will just waste 1 bowmen shot them, follow with my big stack of bowmen.

shield allies is an active skill or passive?

passive. just stand nearby will do. beside, you wont use this tactic in most cases once you get magic guild lv3 as magic knight, or perhaps just in ambush with 1 guardian stack. else, you guardians should go to chop other rather than stand near to protect :)
bingo!!! so that's how i should take care succubis, volley is their weakness, but with minor damage of course... :P

pif... for me, i will just waste 1 bowmen shot them, follow with my big stack of bowmen.


unless of course, there are nice spawns next to the succubi who will all die in a OHKO volley. hehe

just to explain a lil', magic guild lv3 as magic knight gets the spell called "Evasion". that gives the unit it is cast upon 70% resistance to range damage. :)
For 1703 thx for advice ive been doing it...but.


i just fought 2 angels just an hour ago swords eem to deal more damage with faction skill lvl.
deal more damage with faction skill lvl

I bet you havent been reading much on the forum, have you?

Faction skill for knights basically increases your army count - nothing more. In PvE there are no extra damage or effects unless you have an art on which boosts a specific stat.
1)
how about MG? which will give me more fsp, hunting or MG?

2)
if a recruit with hp6 trying to stun an angel with 180hp, the calculation is:
6/186 * 100% = 3,2% for successful stun
where 6 is recruit's hp and 186 is the total of both stacks' hp.
is this correct?

5)
"bingo!!! so that's how i should take care succubis, volley is their weakness, but with minor damage of course... :P"

"pif... for me, i will just waste 1 bowmen shot them, follow with my big stack of bowmen."

"unless of course, there are nice spawns next to the succubi who will all die in a OHKO volley. hehe"

i agree with both of you all, but if there's no target left except succubis or like arcanyx says, i dont think i'll waste my shots, because bowmen have 10 shots, which i never ran out of ammo before they died.

6)
now i get it, thanks

^^^
is there anyone who can help me with question 1 or 2?
@arcanyx- you are the idiot who need to read forum more gatekeeper is right he deal more damage because his attack increase for some racial bonus when he get higher faction level
[Player banned by moderator Pang until 2010-01-18 08:16:13 // offense]
yea Gatekeeper12 got +1 attack on his units from 2nd level of his faction skill
for Xcalnarok:
so if a recruit with hp6 trying to stun an angel with 180hp, the calculation is:
6/186 * 100% = 3,2% for successful stun
where 6 is recruit's hp and 186 is the total of both stacks' hp.
is this correct?

No.
The calculation is following:

if sum of HP of attacker stack > sum of HP of target stack then
Chance = 25% + 3% * (sum HP of attacker stack / sum HP of target stack).

if sum of HP of attacker stack <= sum of HP of target stack then
Chance = 25% - 3% * (sum of HP of target stack / sum of HP of attacker stack),

sum of HP of attacker stack and sum of HP of target stack are calculated before attack.
But chance cannot be less than 5% and more than 75%
Um,I guess arcanyaks is right but.
if i had swordmen have a total damage of 5-7 like rouges but have 5 speed
would i win a battle or not?(just asking)
An dno i read alot actually just dont know how to put it:)

oh really!
so if i shoot scuubi with volley it wont retaliate?!?
That helps alot when i reach lvl 5 that is.

Srry i'm not really a mathmatic person(1716)tell in simple form would u.
much aprechiatted.

Uh,griffins have the unlimited retaliation ability right??
but why have so high initiative??
Not normal for knight faction.swords ini:OMFG.so low.
But cant be lowers than zombs what a relief.

Ive have been mh looting alot!but why hunt lvl not yet reach 3!?!?!?!?
Bug?

Thats all i have to say.
Sign's
Gatekeeper
2)
thanks a lot for the calculation, but i'll understand if you can correct my "sum".
example i have 10 recruits with 4hp remaining stunning 2unit of swordman with full hp:

recruits sum hp: 10unit x 6hp + 4hp = 64hp total
swordmen sum hp: 2unit x 16hp = 32hp total
recruits hp > swordmen hp

chance = 25% + 3 * (64/32)
= 25% + 3 * 2
= 25% + 6
= 31% for succesful stun

is this correct? if it is correct, then i'll make it in easy language for gatekeeper12: more hp for stunner, means bigger chance to stun the opponent.


for 1717:
"Uh,griffins have the unlimited retaliation ability right??
but why have so high initiative??
Not normal for knight faction.swords ini:OMFG.so low.
But cant be lowers than zombs what a relief."
knight doesn't mean "slow", so if you have griffins, you should be happy. just like cavalry! (knight's tier 6th troop)

"Ive have been mh looting alot!but why hunt lvl not yet reach 3!?!?!?!?
Bug?"
maybe you haven't reach the experience point target. check the "+" next to it. that shows you how much experience you should gain.

1)
looks like my question about "how about MG? which will give me more fsp, hunting or MG?" isn't a good question, how about this:

"Set bonus:
5 items and more:
+(10-16)% damage to neutral creatures.
9 items:
+20% damage to neutral creatures,
+3% initiative,
+1 to minimum and maximum damage of all lord's stacks."

damage to neutral creature, are creature in the mercenary quests count too? and as for knight, +3% initiative wouldn't help much, will it? because most (not all) knight's troop are slow.
sorry for double post, just correction:

"10 recruits with 4hp remaining"

to

"11 recruits with 4hp remaining"
2)
thanks a lot for the calculation, but i'll understand if you can correct my "sum".
example i have 10 recruits with 4hp remaining stunning 2unit of swordman with full hp:

recruits sum hp: 10unit x 6hp + 4hp = 64hp total
swordmen sum hp: 2unit x 16hp = 32hp total
recruits hp > swordmen hp

chance = 25% + 3 * (64/32)
= 25% + 3 * 2
= 25% + 6
= 31% for succesful stun

is this correct? if it is correct, then i'll make it in easy language for gatekeeper12: more hp for stunner, means bigger chance to stun the opponent.


It's almost correct. If you have 10 recruits with 4 hp remaining, it will be 9*6+4=58 total HP, so the chance to stun will be a little lower.

But the formula is right.
This topic is long since last update and considered obsolete for further discussions.
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