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A Guide To Wars Insert awesome banner here Index [WAR1] Introduction [WAR2] Warmongers [WAR3] Spoils of War [WAR4] General Warring Tips [WAR5] Warring Modes Analysis [WAR6] Warmonger Friendly Classes Strategies [WAR7] Warmonger Friendly Classes Performance Analysis [WAR8] A Short History of Wars [WAR9] War Threads [WAR10] Warmongers Legacy [WAR11] War Statistics [WAR12] Happy Warmonger Q&A [WAR13] Acknowledgements Glossary Wave: A wave is the unit that measures the progress through wars. All the wars have a set amount of waves that must be completed in order to achieve victory. WPM: Waves per Minute. WPH: Waves Per Hour. DM: Defender's medal. [SO]: Special Offer item. [DC]: Dragon Coin item. HWC: Hourly Wave Count. These are posted by forum users on War Threads each hour and report the progress done by the community during last hour. Raid: Periods where one or several warmongers stop all other activities they may be doing, isolate themselves and solely defeat waves until the raiding time they set for themselves is up. Counterbreak: Players counterbreak when they achieve 1001 waves during one war. At this number, their Character Page stops counting waves (but the waves done after that still count towards the war meter itself!). Nuke: It's the strongest or one of the strongest skills that your class has. Almost all the classes have at least 1 nuke skill.
[WAR1] Introduction Wars are events released by the DF staff. In wars the community fights against a threat in form of an army. The player's jolly cooperation and efforts is what decides the outcome of a war. There are many kinds of wars: Storyline related wars, secondary storyline wars, joke wars, competition wars, Friday the 13th wars... The duration of the event and waves required depends of the type of war. The consequences of losing a war also depends of its type. For example: -At competition wars one side achieves something for winning while the other doesn't. -At friday the 13th something bad happens if you don't defeat the forces of evil in time. -At story/side story related quests something bad happens regarding that storyline (and other possible consequences). But hey enough grim talk! Wars are not meant to be lost (else they wouldn't be called wars in the first place). Victory is what matters! Not only for the rewards you may get but for the sake of DF story variety and depth. The purpose of this guide is to provide you useful information about wars and a plenty of useful tips in order to war efficiently (complete the highest amount of waves in the shortest time as possible).
[WAR2] Warmongers by Azan When evil lurks in the shadow When hope is swallowed in war When the senses are shaken And the soul is driven to madness Who can stand? When the whirlwind of fury comes from the enemy And legions stand with oblivion in their eyes When souls are torn to everlasting fire And fiends of Hell rejoice upon the slain Who can stand? As the sky is filled with Fire and smoke Blades drawn and spells casted Enemies crushed to ashes Unbowed, Unbent, Unbroken we are As time passes we grow stronger Ours is the most righteous fury Because never shall we sow We are the Warmongers of Lore We can stand. A warmonger is a player who actively participates in wars. A warmonger's implication can take multiple forms, but the most frequent one is farming waves. Warmongers who dedicate in farming waves usually try to achieve counterbreak (see glossary). Some of the most dedicated ones can defeat waves ranging from several hundreds to several thousands or even tenth thousands for the longer wars. Warmongers have multiple reasons to war: some do it for the massive experience and gold they get from this sort of farming, some do it for the Defender's Medals they can later use to get some of the top gear in the game and some do it to contribute to the community's victory and to advance the story. What do you need to become a warmonger? There are multiple visions of what a good warmonger is. Some are very active on war threads where they give encouragements and kind words while some are exclusively active on the battlefield where they farm crazy amounts of waves. What all warmongers have in common is their desire to help during wars and their positive activity towards the warring community's victory!
[WAR3] Spoils of War There are lots of benefits in the war practice. Amongst them we have: Gold You! Guess what? Gold is important! If you don't have it your weapons will rust and you can't fight without your weapons! Ok joking aside, wars are a really good source of gold! Especially the Footwaves. In what can you spend your gold? In lots of stuff. To name some: -Purchase doom weapons. -Grow your dragon and unlock extra DragonLord armors. -Purchase and use of the Orb of Saving. -Retraining stats. -Shopping around Lore! Especially buying new weapons. -Having cash for event shops. For more info about the best ways of farming gold, check the: A Comprehensive Guide to Farming: Gold Experience You! Guess what? Experience is important! Ok I cut it off. Wars are also an excellent exp farming source! The Footwaves are the best exp farming source too! (gold and exp in 1 quest? Sign me in!). So yeah mash those waves with all your force until the " Error Saving Exp 500.83" knocks you back into real life :P For more info about the best ways of farming experience, check the: A Comprehensive Guide to Farming: Experience Defender's medals If gold and experience isn't enough for you, there's more! The biggest deal of helping in wars, the Defender's Medals! This item stacks to 5000 units and you'll get there eventually trust me. So in what can you expend these shiny medals? The Defender's Medal shop is the answer! (There are other small war related DM shops scattered around lore) To name some big stuff you can aim for we have: Defender's / Defender's dragon Necklance! DM needed for final upgrade: 2640. Defender's/ Defender's Dragon Ring DM needed for final upgrade: 2340. Defender's/ Defender's Dragon Belt DM needed for final upgrade: 1700. Elemental Unity Defender [SO] DM needed for final upgrade: 6500. Defender Cannon Mk. DM needed for final upgrade: 9500. So there's no excuses! Get back to work! Those precious medals can be your and only yours. My precious! Other rewards What you don't have enough with the 3 previous points? You greedy people... A part of Defender's medals, some wars have unique rewards in form of resources or rare drop items. To name some examples we have: Talk Like a Pirate Day 2014 (TLPD): Wicked Scimitar (Rare) F13th: Advance on the Castle! Pure Shard of the Dawn/ Primal Corrupt Essence Victory rewards and war challenges But wait! There's more! The desserts are here! If the DF community manages to win a war they'll get a reward once they reach the 100% or beat the war's boss. In addition sometimes the staff throws challenges that consist of reaching a certain % of the war in a time limit. If the community manages to beat the challenge, they'll unlock a reward shop with permanent or rare items. Example of a War reward: Carved Tooth Blade Example of a permanent war challenge reward: Obsidian Dragon Helm Example of a rare war challenge reward: Unlucky 13th Staff
[WAR4] General Warring Tips In this section I'll explain you some general tips that will always be useful for any war related quest. Stats Damage, damage and damage! Yes, wars are all short quests with weak monsters in general. So the faster you complete a wave, the sooner you'll start another. Don't worry about hp or mana, when you finish a wave you can press the heal button. If there's no heal button, you can open the Book of Lore and click the "heal & potions" option. Now speaking of stats... All your points should go to LUK and STR/DEX/INT according to the weapons you use: STR: Swords, maces, axes and scythes. DEX: Daggers and scythes. INT: Staves, wands and scythes. About priorities... Go for LUK and once your LUK is maxed go for STR/DEX/INT. The reasoning behind this is the extra critical rate from LUK (you'll also be able to use any weapon). Depending on the class you're using you'll have more than enough power to deal with single enemies but during multiple target battles you'll be left with your faith in critical hits in order to clear the battle in 1 or 2 turns. For lv80 players: If you want to make the best out of your 395 points in STR/DEX/INT/LUK. Equip your best equipment with the highest amount of the mentioned stats. Once done train your stats in a way that your STR/DEX/INT is a multiple of 10 and LUK a multiple of 20. For more information feel free to check the Version 14.0.1 info Guests Guests increase the total hp of your enemies. The amount increased is more or less the following: 1 Guest -> ≈52% max hp increase 2 Guests -> ≈128% max hp increase In conclusion it's a bad idea to bring guests because they'll delay you by making the fights last longer. Even in the best cases where you can get rid of your foe between your turn and your guest turn, you still need 2 turns instead of just 1 from the hero being alone. Pets Pets don't have the hp increase drawback like guests. Still you have an ally that wastes your time doing little damage. The best situation where pets are useful is when they finish your enemies if they happen to survive. If you follow the advices from this guide, this issue shouldn't happen to you so in conclusion it's not recommended to use pets no matter how strong they are. Settings Right below your item bag you have a button with some gears icon that says "options". Click it and once inside turn off the Hard mode in case you're playing Hard mode. About the graphics, I recommend playing on "Medium". The graphical quality is acceptable and you won't lag from some flashy skills like Ascendant's Ascension. If your class has no flashy stuff then "High" graphics are fine. About the full screen or windowed, use the one that you like the most but if you experience lag then go for the windowed mode. To DA players: Remember that you have at your disposal a DF server free of advertisements. I recommend using it as your default DF browser. Classes There're lots of good classes for warmongering. The key factors for a good warmonger class are: 1-Fast animations. The faster the sooner you'll end your battles. 2-A powerful nuke. A move that 1 shots all single target battles. Having 2 nukes is even better in case you happen to miss or one has a faster animation than the other. In those cases use the weak and fast nuke on weak targets and use the stronger but slower one for tank targets in order to go even faster. 3-A very powerful multiple target skill or a spamable multiple target skill. Those will help you a lot at multiple target battles which are the battles that take the longest amount of time. Classes with 2 multiple target skills are good too. Weapon Elements Some wars have enemies with elemental weaknesses. In case your weapons are close in power, always and I repeat always take advantage of the elemental weaknesses. It will make your life easier. Even if you don't have a weapon element for your foes weakness, it's worth spending some time getting one and going back to war. Even if it's just a silly -10 to "X" element, if your weapons are close in power it's worth exploiting that -10. Proficiency This one is completely dependent to the player's experience. The more you play though the different warring modes and DF classes, the more efficient you'll get clearing waves. You'll reach the point where your mind is set into a preventive state where you'll point your mouse where it has to be before it's needed to be there (Example: Placing your mouse at where a certain skill button should be before the battle even starting in order to use it right away when the battle starts). This guide will help you to accelerating your learning curve. So you'll get real value from the time you're spending reading at this.
[WAR5] Warring Modes Analysis (ongoing) All methods count as 1 wave when completed. Footwaves (To Battle!) Description/Objective Strategy Review Example Video Warring Speed: 1.5 to 3 WPM Supply grab Description/Objective Strategy Example video Review Warring Speed: 4 to 5 WPM Bombing Run Description/Objective Strategy Example video Review Warring Speed: ≈2 WPM Catapult Description/Objective Strategy Example video Review Warring Speed: 5 to 7 WPM Stolen catapult Description/Objective Strategy Example video Review Warring Speed: ≈2 WPM
[WAR6] Warmonger Friendly Classes Strategies (ongoing) Tier 1 Mage Strategy: Vs Weak: Vs Normal: Vs Tanky: Vs 2: Vs 3: Finishing moves: Strategy level range: Crit reliant strategy? The strat benefits from crits? Class performs better at: Review: Alternative Strategy: Rogue Strategy: Vs Weak: Vs Normal: Vs Tanky: Vs 2: Vs 3: Finishing moves: Strategy level range: Crit reliant strategy? The strat benefits from crits? Class performs better at: Review: Alternative Strategy: Warrior Strategy: Vs Weak: Vs Normal: Vs Tanky: Vs 2: Vs 3: Finishing moves: Strategy level range: Crit reliant strategy? The strat benefits from crits? Class performs better at: Review: Alternative Strategy: Tier 2 Pirate Strategy: Vs Weak: Help from the Locker Vs Normal: Help from the Locker Vs Tanky: Dirty Trick->Help from the Locker/Flintlock/Quick Shot (depending on remaining hp) Vs 2: Help from the Locker->Fire the Broadsides! Vs 3: Quick Shot->Flintlock (main target)->Quick Shot Finishing moves: Quick Shot Strategy level range: Crit reliant strategy? No The strat benefits from crits? Yes Class performs better at: Solo battles Review: Alternative Strategy: Ninja Strategy: Vs Weak: Massive Strike Vs Normal: Massive Strike Vs Tanky: Furious Assault->Massive Strike/Rapid Attack (depending on remaining hp) Vs 2: Massive Strike->Rapid Attack->Attack Vs 3: Hidden Strike->Rapid Attack (main target)->Hidden Strike Finishing moves: Rapid Attack Strategy level range: Crit reliant strategy? Yes (at vs 2) (recommended crit: ) The strat benefits from crits? Yes Class performs better at: Solo battles Review: Alternative Strategy: DragonSlayer Strategy: Vs Weak: Slayer's Keen Eye Vs Normal: Slayer's Keen Eye Vs Tanky: Slayer's Keen Eye Vs 2: Slayer's Keen Eye->Draconic Strike->Attack Vs 3: Ire of Scales->Slayer's Keen Eye/Draconic Strike/Scale Rot (depending on target/s remaining hp) Finishing moves: Attack Strategy level range: Crit reliant strategy? Yes (at vs 2 and vs 3) (recommended crit: ) The strat benefits from crits? Yes Class performs better at: Solo battles Review: Alternative Strategy: Evolved ChickenCow Strategy: Vs Weak: Eggteor Shower Vs Normal: Eggteor Shower Vs Tanky: Eggteor Shower Vs 2: Eggteor Shower->BBQ Chicken Epic Attack Vs 3: Eggteor Shower->BBQ Chicken Epic Attack->Hot Wings Finishing moves: Egg Beater Strategy level range: Crit reliant strategy? Yes (at vs tanky) (recommended crit: ) The strat benefits from crits? Yes Class performs better at: Solo battles Review: Alternative Strategy: Frost Moglin Armor Strategy: Vs Weak: Fruitcake Brick Vs Normal: Fruitcake Brick Vs Tanky: Spirit of Giving Vs 2: Fruitcake Brick->Warmth Vs 3: Yule Tide->Missle Toe->Fruitcake Brick Finishing moves: Fruitcake Brick. Else Blind. Strategy level range: Crit reliant strategy? Yes (at vs tanky) (recommended crit: ) The strat benefits from crits? Yes Class performs better at: Solo battles Review: Alternative Strategy: Guardian Strategy: Vs Weak: Keen Edge Vs Normal: Keen Edge Vs Tanky: Keen Edge Vs 2: Keen Edge->Guardian Rage Vs 3: Vortex->Mega Shock->Attack Finishing moves: Attack Strategy level range: Crit reliant strategy? No The strat benefits from crits? Yes Class performs better at: Solo battles Review: Alternative Strategy: Tier 3 RiftWalker Strategy: Vs Weak: Vs Normal: Vs Tanky: Vs 2: Vs 3: Finishing moves: Strategy level range: Crit reliant strategy? The strat benefits from crits? Class performs better at: solo/mult battles Review: Alternative Strategy: Cryptic Strategy: Vs Weak: Throw Vs Normal: Throw Vs Tanky: Throw->Rapid Attack Vs 2: Throw (aux target)->Rapid Attack (main target) Vs 3: Wild Daggers->Throw->Rapid Attack->Wild Daggers Finishing moves: Throw. Else Aimed. Strategy level range: Crit reliant strategy? Yes (at vs tanky and vs 3) (recommended crit: ) The strat benefits from crits? Yes Class performs better at: Solo battles Review: Alternative Strategy: Ascendant Strategy: Vs Weak: Ascension Vs Normal: Ascension Vs Tanky: Ascension Vs 2: Ageisk's Fury Spam Vs 3: Ageisk's Fury Spam Finishing moves: The Staff Strategy level range: Crit reliant strategy? No The strat benefits from crits? Yes Class performs better at: Mult battles Review: Alternative Strategy: DeathKnight Strategy: Vs Weak: Obliterate Vs Normal: Obliterate Vs Tanky: Obliterate Vs 2: Obliterate->Dreadblade Vs 3: Obliterate (main target)->Dreadblade->Summon Minion Finishing moves: Attack Strategy level range: Crit reliant strategy? No The strat benefits from crits? No Class performs better at: Solo battles Review: Alternative Strategy: Ascended ChickenCow Strategy: Vs Weak: Chicken Blasters Vs Normal: Wrath of the ChickenCow Vs Tanky: Wrath of the ChickenCow Vs 2: Eggteor Barrage->Egg of Mystery Vs 3: Eggteor Barrage->Egg of Mystery Finishing moves: Egg of Mystery. Else Blueberry Cowpie. Strategy level range: Crit reliant strategy? Yes (at vs tanky) (recommended crit: ) The strat benefits from crits? Yes Class performs better at: Mult battles Review: Alternative Strategy: Evolved PumpkinLord Armor Strategy: Vs Weak: Cleaving Thorn Vs Normal: Cleaving Thorn Vs Tanky: Cleaving Thorn Vs 2: Thorn Cyclone->Sling Thorns Vs 3: Thorn Cyclone->Sling Thorns Finishing moves: Vine Whip Strategy level range: Crit reliant strategy? No The strat benefits from crits? Yes Class performs better at: Mult battles Review: Alternative Strategy: Icebound Revenant Strategy: Vs Weak: Razor Ice Vs Normal: Razor Ice Vs Tanky: Razor Ice Vs 2: Razor Ice->Reaver's desire Vs 3: Razor Ice (main target)->Reaver's desire->Will of the fallen Finishing moves: Long Winter Strategy level range: Crit reliant strategy? No The strat benefits from crits? No Class performs better at: Solo battles Review: Alternative Strategy: Kathool Adept Armor Strategy: Vs Weak: Mad Vs Normal: Red Tide Vs Tanky: Red Tide Vs 2: Tidal->Attack Vs 3: Tidal->Attack Finishing moves: Attack Strategy level range: Crit reliant strategy? No The strat benefits from crits? Yes Class performs better at: Mult battles Review: Alternative Strategy: Ancient Exosuit Strategy: Vs Weak: Overload Matrix Vs Normal: Overload Matrix Vs Tanky: Overload Matrix Vs 2: Enhancement Systems (main target)->Wave Form Generator Vs 3: Enhancement Systems-(main target)>Wave Form Generator Finishing moves: Damage Limiter Protocol Strategy level range: Crit reliant strategy? Yes (at vs 2 and vs 3) (recommended crit: ) The strat benefits from crits? Yes Class performs better at: Solo battles Review: Alternative Strategy: Chronomancer Strategy: Vs Weak: Vs Normal: Vs Tanky: Vs 2: Vs 3: Finishing moves: Strategy level range: Crit reliant strategy? The strat benefits from crits? Class performs better at: solo/mult battles Review: Alternative Strategy: Chronocorrupter Strategy: Vs Weak: Vs Normal: Vs Tanky: Vs 2: Vs 3: Finishing moves: Strategy level range: Crit reliant strategy? The strat benefits from crits? Class performs better at: solo/mult battles Review: Alternative Strategy: ChronoZ Strategy: Vs Weak: Vs Normal: Vs Tanky: Vs 2: Vs 3: Finishing moves: Strategy level range: Crit reliant strategy? The strat benefits from crits? Class performs better at: solo/mult battles Review: Alternative Strategy: Avatar of Time Strategy: Vs Weak: Time Storm Vs Normal: Time Storm Vs Tanky: Time Storm Vs 2: Fragments of Eternity->Reflections of Nothing Vs 3: Fragments of Eternity->Reflections of Nothing Finishing moves: Reflections of Nothing. Else Attack. Strategy level range: Crit reliant strategy? Yes (at vs 2 and vs 3) (recommended crit: ) The strat benefits from crits? Yes Class performs better at: Mult battles Review: Alternative Strategy: Tier 4 DoomKnight Strategy: Vs Weak: Vs Normal: Vs Tanky: Vs 2: Vs 3: Finishing moves: Strategy level range: Crit reliant strategy? The strat benefits from crits? Class performs better at: solo/mult battles Review: Alternative Strategy:
[WAR7] Warmonger Friendly Classes Performance Analysis (ongoing) Introduction Testing conditions (for Max Lv Tier) ->Stats: Offensive build -> 200 STR/DEX/INT 120 LUK -> 20+6 = 26 extra damage; Ultra Offensive Build -> 260 STR/DEX/INT 240 LUK -> 26+12 = 38 extra damage. ->Weapon: Highest minimum damage as possible and available to all lv 80 players = 85 damage. -> Crit rate: 35% + 12% from LUK = 47%. ->Warring mode selected: Footwaves, Supply Grab and Stolen Catapult ->Time measurement basis: The time needed to perform 50 waves in a row. The timer will start once the quest button has been pressed and end once the "close" button of the 50th wave has been pressed. For stolen catapult only 1 run will be done for a total of 5 times. The loading screens time will remain constant and negligible. ->HP estimations in % weapon damage: % weapon damage calculation: Offensive build At lv80-> enemy hp*100/ (85 minimum weapon damage + 26 LUK/STR/DEX/INT weapon damage) = (enemy hp/ 111)*100 Ultra offensive build (UOB) At lv80-> enemy hp*100/ (85 minimum weapon damage + 38 LUK/STR/DEX/INT weapon damage) = (enemy hp/ 123)*100 Footwaves Weak target: ≈228%; UOB: ≈207% Normal target: ≈305%; UOB: ≈275% Tanky target: ≈381%; UOB: ≈344% Multiple target battle main target: ≈305%; UOB: ≈275%; auxiliary target/s: ≈191%; UOB: ≈173% Supply Grab Normal target: ≈609% ; UOB: ≈550% Stolen Catapult Normal target: ≈ 571%; UOB: ≈515% Tanky target: ≈ 761%; UOB: ≈687% Contenders for Footwaves: Tier 2: DragonSlayer, Ninja, Pirate, Frost Moglin Armor, Evolved ChickenCow Armor, Guardian. Tier 3: Ascendant, Cryptic, Riftwalker, DeathKnight, Ascended ChickenCow, Avatar of Time, Chronocorrupter, Chronomancer, ChronoZ, Evolved PumpkinLord, Icebound Revenant, Ancient Exosuit, Kathool Adept Tier 4: DoomKnight Non-DA players: DeathKnight, Ninja, Pirate Contenders for Supply Grab/Stolen Catapult: Tier 2: Togslayer, Soulweaver+ Baltael's Aventail Tier 3: Evolved PumpkinLord, Riftwalker Tier 4: DoomKnight Non-DA players: Togslayer Results: Footwaves Max Lv Tier (lv 80) 15th: Avatar of Time: 32:43.84->1963.84 seconds -> 1,528 WPM 14th: Ninja: 29:42.21 -> 1782.21 seconds -> 1.683 WPM 13th: Pirate: 29:28.66->1768.66 seconds -> 1.696 WPM 12th: Guardian: 29:00.76->1740.76 seconds -> 1.723 WPM 11th: Evolved ChickenCow Armor: 28:55.28->1735.28 seconds -> 1.729 WPM 10th: DragonSlayer: 28:08.99->1688.99 seconds -> 1.776 WPM 9th: Icebound Revenant: 26:56.83->1616.83 seconds -> 1.855 WPM 8th: Ascendant: 26:42.09->1602.09 seconds -> 1.872 WPM 7th: DeathKnight: 26:04.86->1564.86 seconds -> 1.917 WPM 6th: Ascended ChickenCow: 25:52.65->1552.65 seconds -> 1.932 WPM 5th: Ancient Exosuit: 25:51.56->1551.56 seconds -> 1.933 WPM 4th: Frost Moglin Armor: 25:34.00->1534.00 seconds -> 1.956 WPM 3rd: Kathool Adept: 24:55.03->1495.03 seconds -> 2.006 WPM 2nd: Evolved PumpkinLord: 23:08.45->1388.45 seconds -> 2.161 WPM 1st: Cryptic: 20:21.03->1221.03 seconds -> 2.457 WPM Missing: Riftwalker,Chronomancer,ChronoCorrupter,ChronoZ,DoomKnight Supply Grab 1st: Togslayer; Average time=32,0 seconds; Warring speed= 5,62 WPM 2nd: Riftwalker; Average time=33,0 seconds; Warring speed= 5,45 WPM 3rd: Evolved PumpkinLord; Average time=37,9 seconds; Warring speed= 4,75 WPM 4th: Soulweaver + Baltael's Aventail; Average time=39,0 seconds; Warring speed= 4,61 WPM Missing: DoomKnight Stolen Catapult 1st: Togslayer; Average time=23,0 seconds; Warring speed= 2,61 WPM 2nd: Evolved PumpkinLord; Average time=26,4 seconds; Warring speed= 2,27 WPM 3rd: Soulweaver + Baltael's Aventail; Average time=29,2 seconds; Warring speed= 2,05 WPM 4th: Riftwalker; Average time=30,0 seconds; Warring speed= 2,00 WPM Missing: DoomKnight Differences from theory to practice: Elemental weaknesses Weapon range Crits Others: Pets/Weapon specials Conclusions:
[WAR8] A Short History of Wars by Azan The first war of DragonFable, the Undead Assault, is released in May 2006. It contains 100 000 waves. It also marks the release of Defender's Medals. The first war boss, Gorgok the Stone Dragon, appears in DragonFable's second war ever, Dragon Attack on Willowshire. The first Friday the 13th war takes place in October 2006. It became an Artix Entertainment tradition to release wars every Friday the 13th. So far, in DragonFable, there were 17 Friday the 13th wars. The Wrath of Xan invasion happens during March 2007. During that war, Falconreach is completely destroyed by Fire monsters. The boss from that war, Xan himself, is meant to be unbeatable. In these Design Notes from the Artix website, game dev Cysero says: quote:
The players lost that war and Falconreach was burned down to the ground. Only one board remained but the hero gave a very rousing speech saying that as long as one board remained, that Falconreach had not truly fallen (I wrote that war and I'm still pretty pleased with that speech). That war gave us the opportunity to rebuild Falconreach using new art but that was just a happy side effect. The players really could have won that war but they didn't pull it off and that became part of history in DF. After this, the wars get bigger and draw more motivation from the community. Over time, warmonger clans form, such as Cysero's Defenders and the Beacons of Hope. Wars get increasingly immersive and detailed. Two-sided wars start to appear, like the First Pirate vs. Ninjas War in September 2007 and the Monkee War in August 2008. In the Battle for Moonridge War, in April 2008, a new method for warring appears: the Bombing Run for DragonLords. In the Lucky Day 2010 - Gild the World Gold War, the Catapult minigame is released as another warring method. Today, the Catapult is still recognized as one of the fastest - if not the fastest - warring method in all of Artix Entertainment's games. The Storm War, in January 2009, has 10 ways of fighting waves! We jump ahead to DragonFable's hugest war: the Final 13th, the war against Sepulchure's army. Starting in May 2011, it extended to... July 2011! The war started with 4 million waves, but Sepulchure appeared on the battlefield and gave you a good beating, then threw 16 million more waves for a total of 20 million waves of undead creatures! Book 2, Elemental Dissonance, starts with two Friday the 13th wars: Rift War (8 million waves) and Rising Fire (5 million waves), opposing you and the mysterious alien beings known as Atealans to the fiery infernal armies of a world-destroying being named Wargoth. Near the end of Book 2, another war takes place, Wrath of Wargoth (15 million waves). The boss, Wargoth himself, is meant to be unbeatable. In Book 3, the Dragonrider War, taking place in January 2015, makes you fight as your toddler dragon while your character is away in an infiltration mission. At this time, the thread Issues with wars and how to improve them? is created. This thread eventually leads to the idea of having the wars be "losable" and having punishments for it. The next war, Friday the 13th in February 2015, is known as the "war of shame": even if it is just 1 million waves, the warring community loses this one due to a number of factors. The next Friday the 13th war, Serenity Before the Storm, takes place one month after, in March 2015. Baron Jaysun Valtrith kidnaps the innkeeper, Serenity, into his castle in Doomwood and the warmongers go on the offensive to rescue her. It consists in 4 million waves. This war brings a lot of novelty: the war meter is not in the form of a percentage, but in the form of a map that shows the progress made in towards the castle. The warring methods also change: at a certain point during the war, the Catapult is stolen and becomes impossible to use. As the war keeps advancing, the Bombing Run becomes unavailable too. At the end, the warring community defeats 94% of the war, but does not achieve victory. As a result, Serenity is killed in a brutal way. There were talks of implanting a curse that reduces the players' Bonus to Hit as a result of failing, but such a thing was impossible due to coding issues, as explained in these Design Notes. The next war will take place in November 2015. For the first time in the history of DragonFable, two consecutive wars have been lost. Third time's the charm? That depends on everyone's participation in the upcoming war!
[WAR9] War Threads by Azan On the DragonFable General Discussion, when wars occur, war threads are posted. These threads are the place for players to discuss the war in all of its aspects. On war threads, you will find forum users reporting the amount of waves they did, encouraging others, posting Hourly Wave Counts, discussing the lore of the war, analyzing strategies to defeat waves faster or to beat the boss, sharing music suggestions, rejoicing when another percent of the war has been beaten, calling raids, doing some roleplaying and shouting warcries. The roleplaying found in the war threads usually involves handing out coffee, cookies and muffins and/or loading other players on the catapult and throwing them into the battlefield. The war threads are always lively and full of positivism. They are the perfect place if you need encouragement to defeat more waves, or just enjoy chatting about the war while killing monsters!
[WAR10] Warmongers Legacy This is the section made by warmongers for warmongers. Here you'll be able to share war related content with everyone else. That includes music, fan art/edited pictures and stories. Warmongers Jukebox Want to share an epic war soundtrack? Then keep reading. Only 2 submissions per forum member are allowed. Links must be quieted! Example: quietube7.com/v.php/"paste link URL here" Submission format: [link] Soundtrack title [/link] [i] Suggested by "forum username"[/i] Up to date list Soul Nomad: Rock'n Rocks Suggested by crabpeople Catlevania SOTN: The Tragic Prince Suggested by crabpeople Warmongers Fan Art Did you draw something so awesome that it can't be witnessed only by you? Or a really hilarious edited picture about a certain moment? Then this is your section. There is no limit to these kind of submissions. Up to date list Submission format : War name that makes reference to this picture [link] Art title[/link] Short description (optional) [i] by "forum username"[/i] Warmongers Tales and stories Story telling time? Sign me in! There is no limit to these kind of submissions. To avoid an excessive cluttering, it's convenient to share these texts as links. Those links can be either a screenshot of the text or a permanent thread where you have them posted. Submission format: War name that makes reference to this text (optional) [link] Story title[/link] Short description (optional) [i] by "forum username"[/i] Up to date list
[WAR11] War Statistics Introduction Table Recording: Sample here Performance graphic
[WAR12] Happy Warmonger Q&A "Questions and answers make good warriers! ... what? What do you mean warrier is not a word?" 1-Can low-leveled characters still make as much as a difference in wars than high-leveled ones? Yes, certainly! The trick is to exploit the best solution available. The Catapult minigame does not depend on your level, so it's just as fast if you are level 1 or 80. If you can avoid all the monsters on the path, the Supply Grab and Stolen Catapult quests will contain only one monster you have to beat, so low-levels won't have that much of a disadvantage. Do keep in mind, however, that if you want Gold and Experience, the best warring type for it is Footwaves, in which the low-leveled characters will admittedly perform more slowly. It's up to you to decide whether you want to kill waves fast, contribute more to the war and get more Defender's Medals or kill waves more slowly and get a whole lot more Gold and Experience. 2-Is a Beastmaster build viable in wars? It's not optimal. While in the rest of the game, it may shine, in wars you must kill things fast, hopefully in one turn. One pet and one or two guests represent up to three additional turns, which slows the waves down and has an impact on your performance. Plus, guests improve the mobs' HP by a good margin, meaning they make them harder to kill. In wars, it is best to invest in STR/DEX/INT and LUK than in CHA. 3-What are rare waves? Rare waves, also called Joke waves, are waves in a war that usually consist of one monster only. When you click "To Battle!", you either have a 1% or 10% chance to find a rare wave - the rate depends on the war, but in most wars it's 1%. Rare waves do not give any bonus in wars except being faster than ordinary waves - rare waves don't count for more than one wave towards the wave counter, nor do they give more DMs or special items. 4-Can I find rare waves outside of footwaves? No. There are no rare catapult waves, nor rare supply grab waves, nor rare bombing run waves, nor rare stolen catapult waves... to find a rare wave, you really have to fight footwaves. 5-How can you lose a war? The DragonFable Team set a definite amount of waves in a definite amount of times (example: 3,500,000 waves in 7 days). If, in the time allowed, the wave requirement is not met, the war is considered lost. 6-Where can I find Defender's Medals outside of wars? I want to upgrade my Defender's gear. The only quest outside of wars that give Defender's Medals is Fires Over Oaklore. It is a bombing minigame that takes a lot of time to complete: that is intentional. The goal of Defender's Medals is to make people fight in wars, so they will not drop outside of them. The goal of the Fires Over Oaklore quest is so Guardians can gather 10 Defender's Medals for their armor training even if there's no ongoing war. It is not meant as a farming spot. 7-On the war threads, I have seen people claim they made several thousands of waves! How is that even possible? That is entirely possible ; I assure you these players are not cheaters! Some people can defeat 5000, 9000, 10000 waves and even more. Their secret? Dedication and speed! Each second of free time they have during the warring period, they hop on their device and defeat a few waves. These most dedicated warmongers also know how to optimize the time they have and use the best warring classes and know exactly where each button is located on their skillset. Some of the players who do an insane number of waves are also mostly using the Catapult, since it can be up to seven times faster than Footwaves. 8-I reached 1001 waves on one character, and now my counter just won't go up when I defeat more waves! Is this a bug? First, congratulations for reaching the iconic 1001 waves! This situation is not a bug. The state you are in is called counterbreak. The game was originally coded so when you reached 1001 waves, your counter would show "1000+". For some reason the intended "1000+" shows as "1001". Any wave you do after your 1001th will not show on your Character Page or on the "Your Waves" in-game counter, but they still count for the War Counter itself! Any wave you do after 1001 is still just as helpful to the war. 9-I defeated over 1000 waves, but I didn't unlock the Warmonger badge. Why? The Warmonger badge are labelled "Coming Soon". We don't know when they will arrive since they're not priority for the DF Staff right now. 10-In what should I spend my defender medals first? DA Players 1-Trinkets: Elemental Unity Defender [DM] [Offer], Defender Cannon Mk. [DM] [DA] Your first option should be the trinket. Just because those 2 are the best overall trinkets you can get. Elemental Unity is recommended for balanced and defensive builds because it provides a nice deal of stats and has a decent damage + blind efect skill. Defender cannon is better for offensive builds due to it's higher crit bonus and the 400% damage skill. 2-Accessories: Defender's Dragon Belt/ Neklace/ Ring Your next stop should be these accessories. They rival with the DK accessories and a few more so they are better with some item/stat builds. 3-Utility: Escelense Dragon Defender Blade/ Daggers/ Staff [DA] [DM] Finally if you want, you can get one of the escelense weapons. They have a special that does extra damage to elemenal enemies. Non-DA Players 1-Trinkets Elemental Unity Defender [DM] [Offer] In case you bought the 1k dc pack. This is the only trinket you'll have as a non-DA player. So it's your top priority in case you have it. 2-Ancient Defender Set: Ancient Defender Edge/ Mask/ Wings [DM] This is a really good set. The weapon is one of the best you can get as a non-DA player and the helm and cape provide good stats. On top of that you can keep upgrading them as long as you have DM's. 3-Accessories: Defender's Belt/ Necklace/ Ring [DM] Finally you can obtain the ring,neck and belt. It's in last priority because of their cost and because it's not in top of their category (like their DA counterparts). Just situationally better. 11-Are there any helpful weapon specials? Utility Fidelitas/ Ferocitas/ Decus [Seasonal], Brave Blade/ Bright Star Staff/ Star Spangled Sword [Seasonal], Liberty/ Freedom/ Independence [Seasonal] [DA] These weapons are just good in case your foe happens to survive with really low hp and your weapon happens to trigger its special from the last hit/s you landed. If that happens, you get a victory in 1 turn instead of 2. Goblinkind Luckrist [Rare] [DC] Doing more damage means either warring faster or using weaker but faster classes. Humans Fallen Ice Dragon Sword/ Staff/ Edge [Rare] [Offer] Same reasoning but with human type targets. Elementals Escelense Dragon Defender Blade/ Daggers/ Staff [DA] [DM], Escelense Defender Blade/ Daggers/ Staff [DM], Sun God Scythe [Offer] Both escelense and sun god work vs elementals. Sun god is better though. Dragons DragonKnight Relics [DC], DragonBlaser [Seasonal], Dragon Blade [DA] The dragonslaying weapons. In terms of power the dragonknight set comes first, then the dragonblaser and finally the dragon blade. Undead Light of Destiny [DA] While this special doesn't give extra damage, it gives extra crit rate so it's somewhat useful. Plant/Fungus/Beast/Bug/Giantkind Grove Tender Set [Offer] Weakness seeking, extra damage, extra crit rate... Lots of good effects you can get from this set vs a bunch of types. 12-In case there's no exploitable elemental weakness, what weapons do you recommend? Stable weapons Pandora/ Dark Pandora [Rare], Guardian/ Ornate Guardian Blade [Guardian] These weapons are really good for footwaves. Specially at high levels. Their high minimun damage provides lots of control in order to guarantee 1 turn victories. In addition Pandora is probably the best weapon a non-DA player can get. High DPT weapons Grand Master Sword/ Staff/ Dagger, Necrotic Sword of Doom [Offer] [DA], Any DC weapon used on it's lv tier. These are good options due to their high average damage and crit rate. They are recommended for high levels and lv80 aswell. Destiny series Twin Blades of Destiny/ Blinding Light of Destiny/ DragonStaff of Destiny [DA] Destiny series are the most powerful weapons you can get at low-mid levels. They are like 20 levels ahead in terms of damage vs other DA weapons and provide a good amount of stats. The Lv 50 versions can carry you till the lv70. Once there they stop being competitive. Doom series Twin Blades of Doom/ ShadowReaper of Doom/ SkullStaff of Doom [DA] The doom series are also the most powerful weapons you can get. But those are relevant at all levels and they can carry you as long as you upgrade them. They have worse stats than their destiny counterparts but they upgrade to further levels. At lv66 they're more powerful than most conventional lv80 DA weapons. 13-Are trinket skills viable for wave clearing? They are viable... Just not efficient. The main drawback is their long animations. That being said these 2 trinkets are really useful for war waves. Runestone/ Defender Cannon Mk. [DM] The single target damage those trinkets provide makes some classes viable for wars. To name some we have: Technomancer, Master SoulWeaver and ShadowHunter. 14-Is untraining my stats worth for just a war? It depends. -It's not worth if you're doing waves though the Catapult and Bombing Run methods because those do not rely on your character stats/equipment/class. -It's not worth if you already have offensive stats and you're not going to do many Footwaves (less than 500). -It's definitely worth if you're aiming at least for the counterbreak doing Footwaves only because the gold that you'll earn from those waves will pay the stats training investment. -It's also worth for those who choose supply grab runs over catapults because the monsters in that mode are tankier than the ones found at the Footwaves. 15-Why so much efforts on the Footwaves part when Catapults is the most efficient way? There are 3 reasons behind this: 1- Catapults are a privilege not a right. Some wars may have the catapults option while others don't. 2- Catapults have to be unlocked at wars where they appear. This can go from an early access (25%) to a really late access (75%). Footwaves instead are available the whole time. 3- Catapults are boring for some people and they give no experience. A conclusion we can get from this is that DF warring options are there to complement each other rather than overshadowing between them. 16-I reached the exp cap (Error Saving Exp 500.83) but I still want to help. What can I do? (TBD) So we are at the very early stages of a war. You reached the exp cap with your main character and you want help even more? You're crazy... I like it. If you have an alt go ahead and use it using one of the classes recommended by this guide. Now if you have to create a new character, it depends: If the created alt is a non-DA character, there's very little you can do. But if it is a new DA character you have a handful of shenanigans you can profit in order to war fast at low levels. Your very first step is start with the rogue class. Once done you should get the Cryptic class as soon as possible. At lv8 you obtain the throw skill which is really fast and at lv11 you obtain the mult skill. About weapons you can buy and sell several weapons with your 200 DC at Cysero's shop to keep relevant in terms of power. Finally stat wise it's convenient to have 40 WIS to cover your mana needs and then putting the rest to DEX (or LUK in case you're not using daggers/scythes).
[WAR13] Acknowledgements Thanks to Azan for Section suggestions,Glossary entries, corrections, Classes analysis and Warmongers/A Short History of Wars/War Threads/Happy Warmonger Q&A sections Thanks to Hopeful Guy for A Comprehensive Guide to Farming guide/Classes analysis tests/helpful comments Thanks to Sakurai the Cursed for Classes analysis tests and helpful comments Thanks to Ash for the 14.0.1 version changes Thanks to Caststarter for information in A short History of Wars Thanks to the ArchKnight team for accessories, weapons, stackable items and classes pedia entries Thanks to megakyle777 for the Issues with wars and how to improve them? thread Thanks to RyuMandruleanu for the Best Accessories for your Level, Class, and Style and Weapons Sorted by Power pedia entries Thanks to niki for the DF Non-Bugs and Known Bugs Thanks to Stephen Nix for weapons/shops pedia entries Thanks to Baron Dante for weapons/accessories pedia entries Thanks to King Desoato for classes pedia entries Thanks to Silver for weapons pedia entries Thanks to kurremurre for weapons pedia entries Thanks to poopsie130 for weapons pedia entries Thanks to wolfman_naruto for weapons pedia entries Thanks to Krazy_Kakadu for weapons pedia entries Thanks to roibup for weapons pedia entries Thanks to Rinn_Darkdragon for accessories pedia entries Thanks to ikachan for accessories pedia entries Thanks to Z999z3mystorys for accessories pedia entries Thanks to leo1024 for the defender's medal entry Thanks to FishFrost for the Orb of Saving pedia entry Thanks to Mysterious Player for the Defender's Medal Shop pedia entry Thanks to latedog for the Fires Over Oaklore quest pedia entry Estimated release time: Before November the 13th. Guide progress: ±60%
Content outside the guide This content will be either deleted or included somewhere once the guide is close to completion. 1st: Cryptic; Average time= 63,1 seconds; Warrign speed= 2,85 WPM Note: Added 2 seconds to the avg. due to the calibration results. 2nd: DoomKnight; Average time= 65,7 seconds; Warrign speed= 2,74 WPM Note: Added 2 seconds to the avg. due to the calibration results. 3rd: DeathKnight; Average time= 79,8 seconds; Warring speed= 2,25 WPM 4th: Icebound Revenant; Average time= 80,5 seconds; Warring speed= 2,24 WPM 5th: Evolved PumpkinLord; Average time=81,9 seconds; Warring speed= 2,2 WPM 6th: Guardian; Average time=82,4 seconds; Warring speed= 2,18 WPM 7th: Ascended ChickenCow; Average time=83,7 seconds; Warring speed= 2,15 WPM 8th: Chronomancer; Average time=84,4 seconds; Warring speed= 2,13 WPM Note: Added 2 seconds to the avg. due to the calibration results. 9th: Frost Moglin; Average time=85,3 seconds; Warring speed= 2,11 WPM 10th: Kathool Adept; Average time=85,5 seconds; Warring speed= 2,10 WPM 11th: Pirate; Average time=87,0 seconds; Warring speed= 2,07 WPM 12th: Ninja; Average time=91,5 seconds; Warring speed= 1,97 WPM 13th: Riftwalker; Average time=92,0 seconds; Warring speed= 1,96 WPM 14th: DragonSlayer; Average time=93,6 seconds; Warring speed= 1,92 WPM 15th: Zardbie; Average time=98,2 seconds; Warring speed= 1,83 WPM 16th: Avatar of Time; Average time=101,1 seconds; Warring speed= 1,78 WPM 17th: ChronoCorruptor; Average time=101,1 seconds; Warring speed= 1,78 WPM 18th: Ascendant; Average time=107,8 seconds; Warring speed= 1,67 WPM 19th: Necromancer; Average time=115,8 seconds; Warring speed= 1,55 WPM 20th: Paladin; Average time=132,0 seconds; Warring speed= 1,36 WPM Testing Rules (lv80): 1-You must complete all your tests at the "F13th Full Moon" war. 2-Ultra Offensive Build. That's +38 damage from stats. (untrain and retrain stats if needed). 3-45 crit or higher but not the crit cap please. 4-You must use any of these weapons: Pandora/dark Pandora or Guardian blade/Ornate Guardian blade. The G. blades are the stable versions of course. 5-No guests and pets allowed. 6-No weapon specials. Any kind. No extra damage vs "X" type... dot specials... boost specials... Nothing. 7-No trinket specials. You can equip trinkets for the stats but don't use their skill if they have any. 8-You must play on the graphics settings that provides you the best fps performance (medium,low...). 9-The timer starts when you click the war mode (footwaves,s.run,catapult...) and stops when you press the "close" button when you finish the 50th wave. Only stop the timer once. And that is during the final run. So 1 start 1 finish for 50 waves. 10-Rare waves count as waves by themselves. That being said, please note somewhere the amount of rare waves you got in those 50 waves. 11-The way to deal with vs2 and vs3 battles varies deppending on the class you're using. That being said, the priorities will be the following: -Vs 2: Clear the battle in 2 turns. That implies 2 nukes, a very stong mult (KAA,ACC) and a normal attack or Mult skill spam if you can ensure the win in 2 turns. Classes that cannot achieve 2 turn victories in a reliable way, will have to gamble with the mult skill doing crits. -VS 3: Clear the battle in 3 turns. That's 3 nukes (a 180% move can be considered a nuke here), a very strong mult (KAA,ACC) and a normal attack for a 2t win, Mult skill spam if you can ensure the win in 3 turns or less. Classes that cannot achieve the 3 turn victory like the ones with only 1 nuke (the crit skill) have to rely on the mult skill crit gamble. 12-If your internet connection is going slowpoke mode increasing your loading times to 1 second or higher, please refrain from testing and try later. 13- Play your class at it's best. That means using the most efficient skills outside the crit and mult. Like the fastest skill (it might be the attack button) for the almost defeated mooks and a faster skill than the crit for the weakest ones (if the class has any of these). Example: Using cyptic throw skill (the 275% move) for weak moobs and using mental assassination for the tanky ones. -Supply grab/stolen catapult only rule: Avoid battles. Only 1 battle per wave. If you fail reset and try again. Tips: Please do some waves (3 or 4) before going into testing. Reasons are: 1-You'll know where are the "key" skills that you'll use. 2-You'll know where the UI buttons are. Like the close when u win a battle, the position of the warring mode you're going to do etc. 3-You will be able to test the other class skills. How the testing goes: Footwaves: 50 waves in a row. Supply grab: 3 waves in a row. Repeat 4 more times for a total of 5. Stolen catapult: 1 wave only per run. Repeat 4 more times for a total of 5. Tests needed to complete Footwaves: Tier 2: N/A Tier3: RW, Chronomancer, Chronocorrupter, ChronoZ Tier4: DMK Supply grab: DMK Stolen Catapult: DMK Expected hp of foes deoending on level range (in wepaon damage %). I'm going to do these calculations on the pessimistic side using equipment that is 9lvs behind (or more). The avg weapon range will be rounded down. About stats: A base WIS of 40 will be considered to afford waves complenion with no mana issues. About trinkets: Summon Honda for low levels, gauntlet series for mid-high lvs. About accs: Accessories picked are the ones stated at Best Accessories for your Level, Class, and Style. Offensive and overall specifically. Note: The estimated crit rate includes the LUK stat About weapons: For DA: Zorbak staff (because ebil reasons) Non DA: Ancient defender Edge (because ancient reasons :P) About weapon range: The resulting weapon % to kill are based on an average weapon range so 50% of the time you'll kill with said weapon range while 50% of the time your target will survive by little (I might do a weighted average later). Weighted down average (WDA): (3Xmin damage + 1Xmax damage) /4 Note: stat bonusses are added after the result (which is rounded up). Ultra offensive build (UOB): All stats to damage and LUK and using a weapon closest to your level or with high min damage. Examples: lv 68,78 wep/ pandora VS LV29 Weak Hp: 147 Normal Hp: 196 Tanky Hp: 245 Auxiliary Hp: 123 DA players Available stat points: 140 Average damage of lv 20 weapon: 42, stat +2 Average damage of lv 27 doom weapon: 69, stat +5, LUK -5 Average damage of lv 28 destiny weapon: 70,stat +5, LUK +5 Damage bonus from lv20 accs + weapon:+2,+2,+6,+2= 12+2=14 stat (normal) -> 12+5=17 stat (doom/dest) Avg weapon damage: 10+42+1=53 -> 10+69+1=80 (doom) -> 10+70+1=81 (dest) WDA: 39+10+1=50 -> 61+10+1=72 (doom) -> 63+10+1=74 (dest) Estimated crit rate: 13% (normal) -> 14% (doom/dest) Resulting weapon damage per bracket: Normal Weak: 277%/WDA: 294% Normal: 370%/WDA: 392% Tanky: 462%/WDA: 490% Auxiliary: 232%/WDA: 246% Doom Weak: 184%/WDA: 204% Normal: 245%/WDA: 272% Tanky: 306%/WDA: 340% Auxiliary: 154%/WDA: 171% Destiny Weak: 181%/WDA: 198% Normal: 242%/WDA: 265% Tanky: 302%/WDA: 331% Auxiliary: 152%/WDA: 166% Non-DA players Available stat points: 140 Average damage of lv 20 weapon: 41, stat +1 Average damage of lv 8 doom weapon: 52 Damage bonus from lv20 accs + weapon: +2, +2, +6= 10+1=11 (normal) -> 10 (doom) Avg weapon damage: 10+41+1=52 -> 10+52+1= 63 (doom) WDA: 35+10+1=46 -> 44+1+10=55 Estimated crit rate: 12% (normal) -> 11% (doom) Resulting weapon damage per bracket: Normal Weak: 282%/WDA: 320% Normal: 377%/WDA: 426% Tanky: 471%/WDA: 533% Auxiliary: 236%/WDA: 267% Doom Weak: 233%/WDA: 267% Normal: 311%/WDA: 356% Tanky: 388%/WDA: 445% Auxiliary: 195%/WDA: 224% VS LV39 Weak Hp: 173 Normal Hp: 230 Tanky Hp: 287 Auxiliary Hp: 144 DA players Available stat points: 190 Average damage of lv 30 weapon: 52, stat +3 Average damage of lv 35 doom weapon: 72, stat +6, LUK-6 Average damage of lv 36 destiny weapon: 73, stat +5 LUK+6 Damage bonus from lv30 accs + weapon: +4, +2, +6, +2= 14+3=10 stat (normal) -> 14+6=20 stat (doom) ->14+5=19 stat (dest) Avg weapon damage: 15+52+1=68 -> 15+72+2= 89 (doom) -> 15+73+1=89 (dest) Estimated crit rate: 16% (normal) -> 17% (doom/dest) WDA: 15+49+1=65 -> 15+64+2= 81 (doom) -> 15+66+1=82 (dest) Resulting weapon damage per bracket: Normal Weak: 254%/WDA: 266% Normal: 338%/WDA: 354% Tanky: 422%/WDA: 441% Auxiliary: 211%/WDA: 221% Doom Weak: 194%/WDA: 213% Normal: 258%/WDA: 284% Tanky: 322%/WDA: 354% Auxiliary: 162%/WDA: 177% Destiny Weak: 194%/WDA: 211% Normal: 258%/WDA: 280% Tanky: 322%/WDA: 350% Auxiliary: 162%/WDA: 176% Non-DA players Available stat points: 190 Average damage of lv 30 weapon: 50, stat +3 LUK+2 Damage bonus from lv30 accs + weapon: +2, +6 = 8+3=11 stat Avg weapon damage: 15+50+1=66 WDA: 15+45+1=61 Estimated crit rate: 16% Resulting weapon damage per bracket: Weak: 262%/WDA: 284% Normal: 348%/WDA: 377% Tanky: 435%/WDA: 470% Auxiliary: 218%/WDA: 236% VS LV49 Weak Hp: 195 Normal Hp: 260 Tanky HP: 325 Auxiliary Hp: 163 DA players Available stat points: 240 Average damage of lv 40 weapon: 61, stat +4 Average damage of lv 48 doom weapon: 78, stat +7 LUK -6 Average damage of lv 47 destiny weapon: 79, stat +9 LUK +9 Damage bonus from lv40 accs + weapon: +2, +5, +3, +5, +2, +2= 19+4=23 (normal) -> 19+7=26 (doom) -> 19+9= 28 (dest) Avg weapon damage: 20+61+2=83 -> 20+78+2=100 (doom) -> 20+79+2=101 (dest) WDA: 20+57+2=79 -> 20+70+2=92 (doom) -> 20+72+2=94 (dest) Estimated crit rate: 22% (normal)-> 22% (doom) -> 24% (dest) Resulting weapon damage per bracket: Normal Weak: 235%/WDA: 247% Normal: 313%/WDA: 329% Tanky: 391%/WDA: 411% Auxiliary: 196%/WDA: 206% Doom Weak: 195%/WDA: 212% Normal: 260%/WDA: 283% Tanky: 325%/WDA: 353% Auxiliary: 163%/WDA: 177% Destiny Weak: 193%/WDA: 207% Normal: 257%/WDA: 276% Tanky: 322%/WDA: 346% Auxiliary: 161%/WDA: 173% Non-DA players Available stat points: 240 Average damage of lv 40 weapon: 59, stat +3 LUK +4 Damage bonus from lv40 accs + weapon: +2, +5, +3, +6, +2= 18+3=21 Avg weapon damage: 20+59+2=81 WDA: 20+54+2=76 Estimated crit rate: 18% Resulting weapon damage per bracket: Weak: 240%/WDA: 257% Normal: 321%/WDA: 342% Tanky: 401%/WDA: 427% Auxiliary: 201%/WDA: 214% VS LV59 Weak Hp: 216 Normal Hp: 288 Tanky Hp: 360 Auxiliary Hp: 180 DA players Available stat points: 290 Average damage of lv 50 weapon: 68, stat+6 Average damage of lv 56 doom weapon: 83, stat+8 LUK-6 Average damage of lv 50 destiny weapon: 81, stat+10 LUK+10 Damage bonus from lv50 accs + weapon: +3, +6, +4, +6, +3, +2= 24+6=30 (normal) -> 24+8=32 (doom) -> 24+10= 34 (dest) LUK:+5+8+2=15 (normal) -> 15-6=9 (doom) -> 15+10=25 (dest) Avg weapon damage: 20+3+68+3=94 -> 20+2+83+3=108 (doom) -> 20+3+81+3=107 (dest) WDA: 20+3+64+3=90 -> 20+2+74+3=99 (doom) -> 20+3+74+3=100 (dest) Estimated crit rate: 27% (normal) ->27% (doom) ->29% (dest) Resulting weapon damage per bracket: Normal Weak: 230%/WDA: 240% Normal: 306%/WDA: 320% Tanky: 383%/WDA: 400% Auxiliary: 191%/WDA: 200% Doom Weak: 200%/WDA: 218% Normal: 266%/WDA: 291% Tanky: 333%/WDA: 363% Auxiliary: 166%/WDA: 182% Destiny Weak: 202%/WDA: 216% Normal: 269%/WDA: 288% Tanky: 336%/WDA: 360% Auxiliary: 168%/WDA: 180% Non-DA players Available stat points: 290 Average damage of lv 50 weapon: 66, stat+6 LUK+4 Damage bonus from lv50 accs + weapon: +3, +6, +4, +6, +4= 23+6=29 LUK: +5+4=9 Avg weapon damage: 20+2+66+2=90 WDA: 20+2+62+2=86 Estimated crit rate: 23% Resulting weapon damage per bracket: Weak: 240%/WDA: 251% Normal: 320%/WDA: 335% Tanky: 400%/WDA: 418% Auxiliary: 200%/WDA: 209% VS LV69 Weak Hp: 235 Normal Hp: 313 Tanky Hp: 392 Auxiliary Hp: 196 DA players Available stat points: 340 Average damage of lv 60 weapon: 75, stat+8 Average damage of lv 66 doom weapon: 92, stat+12 LUK-12 Average damage of lv 50 destiny weapon: 81, stat+10 LUK+10 Damage bonus from lv60 accs + weapon: +3, +7, +6, +4, +5, +3= 28+8=36 (normal) -> 28+12=40 (doom) -> 28+10=38 (dest) LUK: +7 +7 -3 = 11 (normal) -> 11 - 12 = -1 (doom) -> 11+10=21 (dest) Avg weapon damage: 20+5+75+3=103 -> 20+4+92+4=120 (doom) -> 20+6+81+3=110 (dest) WDA: 20+5+72+3=100 -> 20+4+84+4=108 (doom) -> 20+6+74+3=103 (dest) UOB: 20+7+81+3=111 37% crit Estimated crit rate: 34% (normal) ->35% (doom) ->38% (dest) Resulting weapon damage per bracket: Normal Weak: 228%/WDA: 235%/UOB: 212% Normal: 304%/WDA: 313%/UOB: 282% Tanky: 380%/WDA: 392%/UOB: 353% Auxiliary: 190%/WDA: 196%/UOB: 176% Doom Weak: 196%/WDA: 217% Normal: 261%/WDA: 290% Tanky: 327%/WDA: 363% Auxiliary: 163%/WDA: 181% Destiny Weak: 214%/WDA: 228% Normal: 284%/WDA: 304% Tanky: 356%/WDA: 380% Auxiliary: 178%/WDA: 190% Non-DA players Available stat points: 340 Average damage of lv 60 weapon: 74, stat+8 LUK+5 Damage bonus from lv60 accs + weapon: +7, +4, +4, +4= 19+8=27 LUK: +7 +7 +6 +3= 23+5 = 28 Avg weapon damage: 20+6+74+2=102 WDA: 20+6+68+2=96 UOB: 20+8+78+2=108 crit 35% Estimated crit rate: 33% Resulting weapon damage per bracket: Weak: 230%/WDA: 245%/UOB: 218% Normal: 307%/WDA: 326%/UOB: 290% Tanky: 384%/WDA: 408%/UOB: 363% Auxiliary: 192%/WDA: 204%/UOB: 181% VS LV79 Weak Hp: 252 Normal Hp: 336 Tanky Hp: 420 Auxiliary Hp: 210 DA players Available stat points: 390 Average damage of lv 70 weapon: 82 Stat+10 Average damage of lv 66 doom weapon: 92, stat+12 LUK-12 Damage bonus from lv70 accs + weapon: +5, +8, +8, +9, +5, +3= 38+10=48 (normal) -> 38+12=50 (doom) LUK: +10 +10 -3 +10 +2 -3 = 26 (normal) -> 26 - 12 = 14 (doom) Avg weapon damage: 20+8+82+4=114 ->20+8+92+5=125 (doom) WDA: 20+8+78+4=110 ->20+8+84+5=117 (doom) UOB: 20+11+87+4=122 crit 47% Estimated crit rate: 43% ->44% (doom) Resulting weapon damage per bracket: Normal Weak: 221%/WDA: 229%/UOB: 206% Normal: 295%/WDA: 323%/UOB: 275% Tanky: 368%/WDA: 382%/UOB: 344% Auxiliary: 184%/WDA: 191%/UOB: 172% Doom Weak: 202%/WDA: 215% Normal: 269%/WDA: 287% Tanky: 336%/WDA: 359% Auxiliary: 168%/WDA: 179% Non-DA players Available stat points: 390 Average damage of lv 70 weapon: 80, stat+9 LUK+6 Damage bonus from lv70 accs + weapon: +7, +6, +4, +6= 23+9=32 LUK: +7 +4 +7 -2 +6= 22+6 = 28 Avg weapon damage: 20+8+80+3=111 WDA: 20+8+76+3=107 UOB: 20+10+83+3=116 crit 37% Estimated crit rate: 35% Resulting weapon damage per bracket: Weak: 227%/WDA: 235%/UOB: 217% Normal: 303%/WDA: 314%/UOB: 290% Tanky: 378%/WDA: 392%/UOB: 362% Auxiliary: 189%/WDA: 196%/UOB: 181% Suitable classes for: LV 20 to 29 DA: Pirate,Ninja,RW,Cryptic,Ascendant,DK,IBR,DMK Doom/Dest DA: Pirate,Ninja,DS,FMA,Guardian,RW,Cryptic,Ascendant,DK,ACC,EPKL,IBR,AExo,DMK Non-DA: Mage/Rogue/Warrior,Pirate,Ninja,DK Lv 30 to 39 DA: Pirate,Ninja,RW,Cryptic,Ascendant,DK,IBR,DMK Doom/Dest DA: Pirate,Ninja,DS,ECC,FMA,Guardian,RW,Cryptic,Ascendant,DK,ACC,EPKL,IBR,AExo,DMK Non-DA: Mage/Rogue/Warrior,Pirate,Ninja,DK Lv 40 to 49 DA: Pirate,Ninja,FMA,RW,Cryptic,Ascendant,DK,EPKL,IBR,DMK Doom/Dest DA: Pirate,Ninja,DS,ECC,FMA,Guardian,RW,Cryptic,Ascendant,DK,ACC,EPKL,IBR,AExo,DMK Non-DA: Mage/Rogue/Warrior,Pirate,Ninja,DK Lv 50 to 59 DA: Pirate,Ninja,FMA,RW,Cryptic,Ascendant,DK,EPKL,IBR,DMK Doom/Dest DA: Pirate,Ninja,DS,ECC,FMA,Guardian,RW,Cryptic,Ascendant,DK,ACC,EPKL,IBR,AExo,AoT,DMK Non-DA: Mage/Rogue/Warrior,Pirate,Ninja,DK Lv 60 to 69 DA: Pirate,Ninja,ECC,FMA,RW,Cryptic,Ascendant,DK,EPKL,IBR,AExo,DMK Doom/Dest DA: Pirate,Ninja,DS,ECC,FMA,Guardian,RW,Cryptic,Ascendant,DK,ACC,EPKL,IBR,AExo,AoT,DMK Non-DA: Mage/Rogue/Warrior,Pirate,Ninja,DK Lv 70 to 79 DA: Pirate,Ninja,DS,ECC,FMA,Guardian,RW,Cryptic,Ascendant,DK,ACC,EPKL,IBR,KAA,AExo,AoT,DMK Non-DA: Mage/Rogue/Warrior,Pirate,Ninja,DK Missing: Cmancer,Ccorrupter,CZ VS 3 battles: Chances to crit with 1 hit type mult with: 1 hit crit kill chance with strong mult: 3/3 20% crit->1 crit->20% 3 tries: 1-(0,8^3)*100=48,8% (3 turn win) 2 crits->4% 3 attempts: 4%*3/2=6% (2 turn win) 3 crits->0,8% (1 turn win) 25% crit->1 crit->25% 3 tries: 1-(0,75^3)*100=57,81% (3 turn win) 2 crits->6,25% 3 attempts: 6,25%*3/2=9,375% (2 turn win) 3 crits->1,5625% (1 turn win) 30% crit->1 crit->30% 3 tries: 1-(0,7^3)*100=65,7% (3 turn win) 2 crits->9% 3 attempts: 9%*3/2=13,5% (2 turn win) 3 crits->2,7% (1 turn win) 35% crit->1 crit->35% 3 tries: 1-(0,65^3)*100=72,5375% (3 turn win) 2 crits->12,25% 3 attempts: 12,25%*3/2=18,375% (2 turn win) 3 crits->4,2875% (1 turn win) 40% crit->1 crit->40% 3 tries: 1-(0,6^3)*100=78,4% (3 turn win) 2 crits->16% 3 attempts: 16%*3/2=24% (2 turn win) 3 crits->6,4% (1 turn win) 45% crit->1 crit->45% 3 tries: 1-(0,55^3)*100=83,36% (3 turn win) 2 crits->20,25% 3 attempts: 20,25%*3/2=30,375% (2 turn win) 3 crits->9,1125% (1 turn win) 50% crit->1 crit->50% 3 tries: 1-(0,5^3)*100=87,5% (3 turn win) 2 crits->25% 3 attempts: 25%*3/2=37,5% (2 turn win) 3 crits->12,5% (1 turn win) 1 hit crit kill chance with weak mult: 2/3 20% crit->1 crit->20%*2/3=13,3% 3 tries: 1-(0,8^3)*100*2/3=32,53% (3 turn win) 2 crits->2,6%*1/2=1,3% 6%*2/3*1/2=2% (2 turn win) 3 crits->0,8% (2 turn win) 25% crit->1 crit->25%*2/3=16,6% 3 tries: 1-(0,75^3)*100*2/3=38,54% (3 turn win) 2 crits->4,16%*1/2=2,08% 9,375%*2/3*1/2=3,125% (2 turn win) 3 crits->1,5625% (2 turn win) 30% crit->1 crit->30%*2/3=20% 3 tries: 1-(0,70^3)*100*2/3=43,8% (3 turn win) 2 crits->6%*1/2=3% 13,5%*2/3*1/2=4,5% (2 turn win) 3 crits->2,7% (2 turn win) 35% crit->1 crit->35%*2/3=23,3%3 tries: 1-(0,65^3)*100*2/3=48,35% (3 turn win) 2 crits->8,16%*1/2=4,08% 18,375%*2/3*1/2=6,125% (2 turn win) 3 crits->4,2875% (2 turn win) 40% crit->1 crit->40%*2/3=26,6% 3 tries: 1-(0,6^3)*100*2/3=52,26% (3 turn win) 2 crits->10,66%*1/2=5,33% 24%*2/3*1/2=8% (2 turn win) 3 crits->6,4% (2 turn win) 45% crit->1 crit->45%*2/3=30% 3 tries: 1-(0,55^3)*100*2/3=55,57% (3 turn win) 2 crits->13,5%*1/2=6,75% 30,375%*2/3*1/2=10,125% (2 turn win) 3 crits->9,1125% (2 turn win) 50% crit->1 crit->50%*2/3=33,3% 3 tries: 1-(0,5^3)*100*2/3=58,3% (3 turn win) 2 crits->16,6%*1/2=8,33% 37,5%*2/3*1/2=12,5% (2 turn win) 3 crits->12,5% (2 turn win) Criticals classification (on an offensive build based on main stat >LUK) Low: 15% to 30%: DA level range: 30 to 50 -> Non-DA level range: 30 to 60 Normal: 30% to 40%: DA level range: 50 to 70 -> Non-DA level range: 60 to 80 High: 40% to 50% DA level range: lv70+ Hp scaling formulas Note: These formulas are valid only for lv30 and beyond. For lv1 to 30 I'll show a table with the values below. Note 2: The error from the calculation vs the real values is 1% or less (otherwise tell me and I'll check the formula again). Note 3: "Hp" is the resulting calculated hp and "Lv" is your characters lv (must be 30 or higher). Weak Hp=-0.01*(Lv-29)^2+2.5804*(Lv-29)+147.76 Normal Hp=-0.0125*(Lv-29)^2+3.4023*(Lv-29)+197.11 Tanky Hp=-0.0166*(Lv-29)^2+4.3029*(Lv-29)+245.99 Auxiliary Hp=-0.0079*(Lv-29)^2+2.1301*(Lv-29)+123.44 LV1-30 Table (some lv's are missing) Thanks to: Azan,Space Robin,Brasca123,W.A.R.Z,,Roxas45,Chaoshaper for making it possible Guide making crew
< Message edited by crabpeople -- 9/2/2015 10:43:49 >
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