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Pendant of wrath vs clover of fortune



AuthorPendant of wrath vs clover of fortune
I see most serious players in in Minor touraments using the clover of fortune. Im not convinced that its better for my situation. Am I missing something?? Pendant of wrath gives 3 attack 3 defense and 3% initiative. At my lvl the clover gives 2 attack, 1 luck and 6% initiative. Some factions rely on getting their shooters to shoot first so the extra initiative is critical but my unholy neco has no ranged power anyways and classic necro probably wont shoot first against elves or barbs anyways and is probably going to shoot before slower shooters of knights and dwarves either way. I think the extra 3 defense of the pendant is super valuable. Luck can be devastating but with only 1 luck it is not reliable. Another somewhat related questions is do I get diminishing returns on my attack already being in the low 50's vs defense of many opponents being in the 30-40 range?
Unholy can use the clover to max out the effect of troops bump.
Elves are elves and focus on killing enough on first hit to not suffer from retal, so clover makes sense for melee too.
Dwarves get the piercing luck and will use raise rune if they get damaged too much.
Classic necro is more of a defensive faction and will be better off with the pendant.

Several other factions will IMO be better off with the pendant.

I think people like luck because it has a very strong visible effect while the effect of a handful extra parameters is not something you can effectively value.

do I get diminishing returns on my attack already being in the low 50's vs defense of many opponents being in the 30-40 range?

Yes and no. 51 won't add a lot of extra damage compared to 50 but you have to consider the def of the ennemy. If you have high attack the ennemy doesn't get a lot of benefit from each additional defence too (only the difference matters). Then if you add defence you don't get a lot of benefit yourself either because the ennemy already has high attack.

It's more than min maxing damage output and more about playing with your strenght, otherwise all factions would have the same stat setup.
I only used to pendant at cl14, but at 15, I think I've finally seen the usefulness of clover.

1) As a UN, you already have a huge stat advantage over your enemies. Envoys and skele dragons won't truly benefit from +3 defense.
Also, since classic necro relies on having a formation around bowmen, luck on those bowmen is more useful than defense.

2) The rusher UN builds rely on getting a good first strike. In case your dreads don't get lethargy while rushing, luck is a good alternative. Of course, I don't know about other UN builds.

3) Ini is underrated. For your dreadlords, ini will make sure that they are not blocked by some enemy stack before their first turn. Another advantage of ini, is that if two troops have comparable ini, the one with more ini can manage a double-turn in the first few turns if enemy has larger ATB in the start and doesn't wait. A very useful tool to have.
Pendant is also way better vs chaos casters, defence doesnt mean anything in those battles.

Ive seen that 1 luck from pendant insta-win many games before.
I think it varies from people to people. If you have a strong character with nice stats for your cl, then clover is better. But for those having a weak or okayish type of character, pendant of wrath is far more better.Then having that +3 defence is better
I think people like luck because it has a very strong visible effect while the effect of a handful extra parameters is not something you can effectively value.
Exactly this (Post 2#), nicely written.
By common knowledge and due to talents, each point of luck can roughly be considered a 10% damage increase.
This way of thinking borns due to offensive characters usually having both “offense” talents and “luck” talents cost pretty much the same.

So you can consider the clover luck almost as a 10% dmg increase that, of course, varies in combat due to befall timing.
With that said, even as classic necro, clover should be seen as necessary in pvp because 1 luck beats 0 luck, and a single point of luck could be game winner. So it seems nice to lose 3 defense to have just 1 luck.

In my opinion, if you are playing a might faction(not including the ones that do go with defense stats), you should always have 1 point of luck.

Also worth considering:
1 luck better than 0
2 luck much better than 1
3 luck is better than 2, but not as much 2 is better than 1
4 luck is necessary for factions like elf and dwarf, ignorable by others.

*Here i am considering cg and tournaments, clan pvp follows other rules.
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