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Heroes Community > Summoners Academy > Thread: Dungeon chat
Thread: Dungeon chat This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Bragjul
Bragjul


Adventuring Hero
aka Titanu88
posted September 12, 2017 09:52 AM
Edited by Bragjul at 10:12, 12 Sep 2017.

@Hanzo A few questions about the dungeon 2.0 HP & DEF(for red creatures) bonus:
- Is it a flat bonus or is it a percentage(ex: +%HP from max HP) bonus?
- If is a flat bonus then how much is it?
- If is a percentage bonus then how much is it? And when is it applied: before or after applying the kingdom bonus?

Thanks!

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Bragjul
Bragjul


Adventuring Hero
aka Titanu88
posted September 16, 2017 10:28 AM

Bragjul said:
AlHazin said:
No no, you seem to theorize a bit much and forget the practical reality. Until, event or not, I get enough valuable creatures to properly fill a dungeon, I shall dead wave, like top players do, rather than filling a trash dungeon that will allow you and the others mana feast.

Indeed the stunlock is the most viable way to defend at this day, the proof is you are ranting to the devs to disarm that feature.


Well then enjoy it while you can, it will be disabled soon


Just gona say....

Told ya'!

ps: @Galad nice stealth editing our messages ))))))

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Bragjul
Bragjul


Adventuring Hero
aka Titanu88
posted September 22, 2017 05:34 PM

Guys how is your guild doing since the Kingdom update? (PVP DUNGEON rank)
Mine has droped considerably since then.... Before we were in / or very close of top 10, now for example last week we were on rank 24.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted September 26, 2017 12:30 PM

Bragjul said:
Guys how is your guild doing since the Kingdom update? (PVP DUNGEON rank)


Seems like we're doing fine, I have a few spots open ATM if you want to join.
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Bragjul
Bragjul


Adventuring Hero
aka Titanu88
posted September 26, 2017 01:28 PM

Galaad said:
Bragjul said:
Guys how is your guild doing since the Kingdom update? (PVP DUNGEON rank)


Seems like we're doing fine, I have a few spots open ATM if you want to join.

No thanks, lol! ))
We will catch up don't worry! xD

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 23, 2018 02:50 PM

Damn it I really want to fill up multiple dungeons, it is working really well to some folks. Right now I can only fill two strong ones, but the ATK buff seems lackluster.
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Sandro316
Sandro316


Hired Hero
posted January 23, 2018 09:45 PM

Galaad said:
Damn it I really want to fill up multiple dungeons, it is working really well to some folks. Right now I can only fill two strong ones, but the ATK buff seems lackluster.


The buffs for filling multiple dungeons definitely need to be increased in my opinion.  I have been using 3 or 4 dungeons the past few weeks just to test and see which creatures I need to focus on putting totems/enchants on...My main dungeon seems to get only a very slightly increased win % from the extra boost...obviously the other dungeons fair worse than my main one and it leads to an overall worse win rate....In time I think it could end up being the better way to go, but so far there really isn't much point for most people.  I very much so hope that they cycle through luck and PWR this time instead of cycling back to DEF after ATK.  ATK at least seems to provide some modest benefit, but the DEF bonus is really lackluster.
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 23, 2018 10:17 PM
Edited by Galaad at 22:20, 23 Jan 2018.

Sandro316 said:
ATK at least seems to provide some modest benefit, but the DEF bonus is really lackluster.


Interesting, I feel the exact opposite.
For me running AW, some dark waves from last week were just deadly, with the DEF buff coupled with 3rd bonus these skellies just wouldn't die, even the dark elf felt tanky. For sure these dungeons were of higher kingdom than mine, still I really felt the difference with single dungeons.

Of course the bonuses are not worth it if the other dungeons are much weaker than your strongest one. They can't compensate as much. They need to all be strong already independently to start with for the bonuses to be worth it.
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Brukernavn
Brukernavn

Hero of Order
posted February 19, 2018 12:13 PM

Does anyone know how mana giving specials for defenders work? For instance wolf, wisp, unicorn. Does it have any effect at all?

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted February 19, 2018 12:59 PM

Brukernavn said:
Does anyone know how mana giving specials for defenders work? For instance wolf, wisp, unicorn. Does it have any effect at all?


I've also been wondering about that. When I test it seems so but I can't say for sure.
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Sandro316
Sandro316


Hired Hero
posted February 20, 2018 03:31 PM

Galaad said:
Brukernavn said:
Does anyone know how mana giving specials for defenders work? For instance wolf, wisp, unicorn. Does it have any effect at all?


I've also been wondering about that. When I test it seems so but I can't say for sure.


They do give mana on defense.  You can easily test it with a Megalodon.  He will use his special every single attack if he kills, because his special gives mana on deathblow.  I have also experienced that the other creatures do in fact use their specials more often when a wisp is being used.
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Brukernavn
Brukernavn

Hero of Order
posted February 22, 2018 01:56 PM

Thanks, that's useful to know.

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Brukernavn
Brukernavn

Hero of Order
posted February 26, 2018 05:33 PM

Special ability chance

I have done some tests on special ability activation with 1-5 dungeons active, to get a feeling of how large the increased bonus ability chance actually is. I noted how many specials were active from start in dungeon 5 with 3 3dots and 3 4dots. I did this 30 times each with 1-5 dungeons active. It might not be a large enough sample size, but should at least give an indication.

I didn't see any significant difference between 1 or 2 active dungeons. They both averaged around 1 special at start, with a good chance of 0 and 2 as well. Rarely 3 or more specials.

3 active dungeons showed a noticeable improvement, with about equal chance for 1-2 specials, and a reduced chance to start with 0. Still rarely 3 or more specials.

4 active dungeons had an overweight of 2 specials, with a good chance of 1 and 3 as well. However, the chance to start with 0 was the same as with 3 dungeons.

5 active dungeons had about the same chance to start with 1-3 active specials, but the rate of 0 specials was not any lower than with 3 or 4 dungeons active.

So there is an increased bonus chance with more active dungeons, but even with 5 active dungeons the rate seems the same, or lower than it was before 1.7. I was afraid defences would get too strong with the increased bonus chance. Instead I feel they got weaker, but part of that could be the change from 4 gold groups into one.

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Sandro316
Sandro316


Hired Hero
posted February 28, 2018 04:18 PM

Brukernavn said:
I have done some tests on special ability activation with 1-5 dungeons active, to get a feeling of how large the increased bonus ability chance actually is. I noted how many specials were active from start in dungeon 5 with 3 3dots and 3 4dots. I did this 30 times each with 1-5 dungeons active. It might not be a large enough sample size, but should at least give an indication.

I didn't see any significant difference between 1 or 2 active dungeons. They both averaged around 1 special at start, with a good chance of 0 and 2 as well. Rarely 3 or more specials.

3 active dungeons showed a noticeable improvement, with about equal chance for 1-2 specials, and a reduced chance to start with 0. Still rarely 3 or more specials.

4 active dungeons had an overweight of 2 specials, with a good chance of 1 and 3 as well. However, the chance to start with 0 was the same as with 3 dungeons.

5 active dungeons had about the same chance to start with 1-3 active specials, but the rate of 0 specials was not any lower than with 3 or 4 dungeons active.

So there is an increased bonus chance with more active dungeons, but even with 5 active dungeons the rate seems the same, or lower than it was before 1.7. I was afraid defences would get too strong with the increased bonus chance. Instead I feel they got weaker, but part of that could be the change from 4 gold groups into one.


I definitely think defenses got weaker with the update.  I was running 4 dungeons most weeks before the update and am still running 4 dungeons now.  My defense rate went way down with the new update(from average of 35-40 to now around 20)....at first I attributed it to the bug where no mediums started with specials, but even after that was fixed my defense rate is still significantly lower than pre-patch.  My attack rate has also gone from around 90 pre-update to about 99 post update.  It's kind of back to the early days of everybody being able to beat everybody's dungeons.  I like the increased dungeon variety we get now, but it is definitely heavily weighted to the attack side again now.
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted April 08, 2018 10:36 PM
Edited by Galaad at 22:42, 08 Apr 2018.

Loving the two colors boosts. It really helps defense playing a bigger role in PvP and battles are more interesting. Templar/Walrus combo this week can be deadly.
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Rock
Rock


Hired Hero
posted April 09, 2018 11:45 AM

Now we are also rewarded by changing up our dungeons each week, even more dungeon variety is always good! But those totems, I will never get enough of them..
I'm curious if the dual color weeks will always be opposite colors.  

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted April 09, 2018 03:42 PM

Rock said:
Now we are also rewarded by changing up our dungeons each week, even more dungeon variety is always good! But those totems, I will never get enough of them..
I'm curious if the dual color weeks will always be opposite colors.  


Survival bonus ftw, it basically doubles the old rate in totem quests. I think you mean complimentary colors, it makes sense as we usually want to protect an earth creature with a water one etc in our defenses. What I'm more curious about is, will the bonuses always be atk/def? Because I feel like pwr/lck would be crazy.
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Rock
Rock


Hired Hero
posted April 09, 2018 09:48 PM

Galaad said:

I think you mean complimentary colors, it makes sense as we usually want to protect an earth creature with a water one etc in our defenses. What I'm more curious about is, will the bonuses always be atk/def? Because I feel like pwr/lck would be crazy.


Yeah I meant complimentary colors. I've always called that for opposite color since its on the opposite side on the color counter chart.
We've had stat bonus a while now, and I don't think it have ever been anything other than def/atk. So doubt they will start now, but it would indeed be crazy

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted June 23, 2018 04:26 PM

@Sandro

Wow, surprisingly dangerous wave 2! Did you gold enchant that Bat? She kept one shotting my Kirin, the Gremlin was very efficient too. You got me worried there.
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Sandro316
Sandro316


Hired Hero
posted June 25, 2018 08:58 PM

Galaad said:
@Sandro

Wow, surprisingly dangerous wave 2! Did you gold enchant that Bat? She kept one shotting my Kirin, the Gremlin was very efficient too. You got me worried there.


yeah, I actually do have all gold enchants on the bat.  It is probably the creature I use on the most battle tower levels.  That or the Ant which I also have gold enchanted.

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