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Flooders Tenthouse


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AuthorFlooders Tenthouse
for Ingenious:
tribal resistance is not that important, when verses tribal the damage they deal to you is far less important than the damage you deal to them.
elf resistance is a must because their huge population percentage, so do wiz.
I would go with Elf or something.

A lot of demons will just steal your troops and have low attack.

With wiz.. might not be that useful because of DoF
I already have 6 FSL from wiz ATM, would you recommend increasing it further?

Or maybe elf then?
I have just 5 FSL from demon,elf,tribal,DE
so maybe one of those i was thinking
Out of those, id go with Elf or de
Makes more "Sense" to build Elf or DE always a lot, since they are the most played factions, I think, so you may find them more often in CG.
Not totally sure about this, though.
I think I will wait till dwarf event now, if elf seems to be dominating over there, I will build it then. Or any other which can be best.
TimeWinningsBall landed on
23:50 18,680,809 13

Wow, biggest amount of Winnings I've seen in a lot of time.
Too bad I didnt bet :P
Random song
https://www.youtube.com/watch?v=lQk0O-QjpiU&list=PLZlppmGv_GIKfcd4t6odoAB9a7aUBMBZi&index=3
I would definately say one of the pointy ears for a castle - primarily because they are the most prevalent, and high damage dealers - thus the resistance tends to work out better. Probably err on the side of elves. Also you may want to try and get Adventurers level 2 if they release another campaign, and those both give 2 goes, whereas currently tribal only does one.
for Ingenious:
regardless of the population, resistance against chaos casters is always the most important, followed by resistance against shooter builds then melee then tribal the last. in a word, the harder you dodge from their damage, the more important the resistance turns to be.
this is why i mainly develop the resistance against elf (high population, strong shooters), de (high population, strongest chaos caster), wiz (chaos caster or shooters), dwarf (shooters and rune of charge, you can not avoid attacks from them), i have tribal 0 and knight 0 in a long time, which does not affect my winning rate against them, but if elf 0 or de 0 i will have little chance against them.
for RevolutionRebel:
Maybe i am wrong but you are always only playing pvp with dark demon and it is really good against knight and tribals. DD can just seduce and make tribals wait to lose all spirit..i think they lose 150 per turn on waiting under seduction.

For some factions/class, tribals are a bigger nightmare than anything else.. those shamans and warlords can become impossible to kill in many situations. So tribal resistance is good to have. I wont say knight resistance is important however... knight is very balanced and mostly never quite impossible to defeat like tribals.
for virtual_vitrea:
this is what i said, when you have problem against tribal, tribal resistance wont help you much. the problem is always that you can not kill them, watching them become more and more hard to kill, but not they deal heavy damage to you and kill you quickly.
for RevolutionRebel:
true, but its not a good idea to face all the chain lightning and you must know this already but enforcers are deceptively hard hitters even with nearly no attack.
for virtual_vitrea:
normally you die not because the damage chain lightning or something deals to you are too heavy, but mainly because they gain tribal spirit from it and you can not beat it down fast enough.
Well ideally having fsl 13 in all factions would be preferred, so yes having tribal resistance is obviously helpful for any faction, but I understand what RR is saying. He is saying that resistance is a bigger game changer against elves than against tribals. Against elves for example, if they fail to deal you a large amount of damage very fast, their papery traits will lead them to a large disadvantage.

Having tribal resistance however, will delay your death, not prevent it.
I think all agree, faction resistance is marginal - it will help switch a close loss to a close win, but will not change a huge loss into anything other than a slightly less embarrassing loss.

The gaining less damage is itself obvious, but it does result in more damage. For high damage hitters (and I would also say those armies that tend to hit first) a higher faction resistance will result in proportionally more damage dealt as well.

So lets say a dragon hits 100 goblins and kills 70 of them, with 3% more faction resistance it would have killed only 67/68 and so the goblins would deal a little bit more damage (approx 3% more) but not much of a game changer. It the dragon hits 3 behemoths and kills say 2 so retal damage from only 1. There may be a point when 3% resistance allows it to kill only 1 - as a result there are 2 left dealing 100% more damage than would otherwise have been done. This then becomes significant.

With a high damage (low hp) faction that hits first and the extra potential retaliation damage from higher faction resistance will become significant. With a defensive faction it is less likely to be so relevant as the first hit will kill less and so the additional retaliation damage that they receive from the lower damage output will come into play less often. Hence less significant.

As a consequence - priorities for which faction resistance to build should go
1st) - those factions that you sometimes beat and sometime lose but is always close
2nd)those that have more players doing it
3rd) those that have high damage builds but less hp
1st) - those factions that you sometimes beat and sometime lose but is always close
2nd)those that have more players doing it
3rd) those that have high damage builds but less hp


Yes I totally agree. Elf meets 2 and 3, which is why I suggested it. I wonder which faction(s) might meet 1, can't think of any for me personally.
check this guy for his might de build:
https://www.lordswm.com/pl_info.php?id=6345874
Yes I remember him.. he used to play with mass decay build + poisoners at lvl 11-12. Saw his MT gold medal tries.

Though his current setup look interesting, only problem will be DoF.
for Ingenious:
I was thinking that. Defensive is good for DE with lizards and poison damage - we have all seen how strong tribal DE is in that regard.

For me as a DOF wiz I would no be worried, fire and a genie strike and lizards would probably be gone. Shrews will be good blockers though, so in practice getting a good strike in may be hard. Clearly a good win rate though.
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