![]() Any game, that has no principles to induce diminishing returns and limits on universal parameters are just bad game design. The Lich has thrown the world into a timeless loop and plunged its inhabitants into never ending chaos. It's currently still running and has been crunching away at the problem using 21 threads on my 3950x for 7 hours. So if you don't limit the effectiveness of AS and Evasion through stamina, all other stats are inherently inferior and useless. RLutz Solving for the optimal river thicket placement I was inspired by u/codechris post to try and find the actual optimal river/thicket placement for a 5x12 area, so I wrote a brute force solver in order to try and solve the problem. Neither is regeneration.Ĭounter is defence turned into an offence and doesnt protect you per se.Įvasion is the only stat, that can make you virtually invulnerable. Hit points scale linearly, while enemy power grows by percentile.ĭefence doesn't scale up enough to mitigate all damage. I like to put some Garlic Cloves as well since you will be fighting plenty of vampires. For the items you find while adventuring, stack as much vampirism as you can. ![]() 'Realistically I could go forever,' Jefferey tells me via. Stacking it multiplies any damage type you have. Forest, River Oblivion and Ancestral Crypt For camp supply items, put as many Counts Chairs as you can. Hes a player who figured out how to get to 13,283 loops, all while farming an absurd amount of crafting resources. With high enough attack speed, any damage type is OP. A single lifesaving sip of water can unite people dying of thirst better then any treasure or common enemy. Whole civilizations were built around oases. Water is the most precious treasure in the desert. Magic damage bypass Defence, but hard to stack.ĭamage to all is good versus multiple targets, but bad against fewer stronger enemies. Thick vegetation is the only thing that keeps this stream from drying out. Attack Speed and Evasion are just those two parameters.īasic damage is easier to stack, but it is mitigated by Defence. If that's true,lot's games will been seem as souls clone by some peoples There's a difference between something being good, and something being broken. (especially the one that when you run out stamina you get Huge status debuff) ![]() I mean punished player for having good equipment is unpopular design choiceīut also i don't think stamina bar is really that common They also work against things like the spell of the Lich boss.Originally posted by Newbie Moontee Mk.I:um.sorry for your misunderstanding When Storm Temple is in my deck, I like to stack a few exquisite mirror artifacts they each add a 6% chance to reflect the temple's lightning. Try to take two seconds to make sure you don't burn them before placing a storm temple. Especially for those precious 4% or 8% thicket forests that are surrounded by rivers. Instead of increasing the hero's attack speed by 1% or 2%, they increase his magic damage by 0.5. Burned forestįorests and thicket forest that are in the storm temple's radius burn and become burned forests. I like the storm temple for most fights with the warrior and rogue, but I find it especially useful against monsters that have a ton of defense like the gargoyles and those that evade most hits and are very difficult to hit like the ghosts. People who live around here are reluctant to scavenge the riches of the dead. Most of these battlefields had proper names and rich histories, now lost beyond memory. Now for the patchnote Summoned skeletons now are affected by beacons. Fist of all, sorry for slowing down on patches - we're fully working on a new big patch with a lot of quality of life changes, some new content and a few features that a lot of people have been asking for. ![]() The earth was quick to absorb the blood of the fallen, but not their bones or armaments. Originally posted by Finlal: 10-april-2021 - Loop Hero v 1.013 smallfix. And he gets hit by lightning every time in a duel. For a long time now, this place has proved to be fit for battles - which took place here numerous times over different periods of history. When they spawn a single slime or a harpy, the hero fights a duel. This also makes empty tiles that are in the storm temple's radius become dangerous. The chances of receiving lightning on the hero is much less. The temple is better for those battles where the hero is alone on the friendly side and the enemy side is full of creatures. I like to place in spots where they can hit a straight line or tiles that have 3-4 enemies like the kobold camps. Necromancer has too many friendly targets in battle to make good use of the temple and they don't last long when they get hit by a bolt. This makes the storm temple much better for the warrior and the rogue classes. The targets they strike in battle can be your hero or his allies. You can stack multiple temples and they have infinite range on each side. It strikes 2 random targets in battle with lightning every 5 seconds. Storm Temple is a card that can be placed on the field outside the road.
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