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Heroes Community > Summoners Academy > Thread: Combo dots
Thread: Combo dots
Brukernavn
Brukernavn

Hero of Order
posted March 23, 2018 05:26 PM
Edited by Brukernavn at 17:31, 23 Mar 2018.

Combo dots

This is in response to a question in the main discussion thread, but it might be easier to find by creating a new thread.

LadyM said:
I still don’t understand how dots work.  I have spent a fortune trying to change them, but I really don’t know what I am doing. Can you please try to explain how they work and what the best strategies are.


There is already a lot of information to be found about this:
Combo dots 101 - official help video explaining combo dots, worth watching a few times
Mantastic's beginner's guide - has a few sections in combo dots with examples.
A short guide to Creature Quest, by Markmasters.
Galaad's pocket battle guide, by Galaad.


Short summary
Basically, combo dots are important for three things:

1) Gaining mana
Importance: Amount and color of dots
When you attack with a creature, all his combo dots will be converted into mana (you see this visually by the dots dropping down to the mana bar). Each combo dot gives 10 mana, so the more dots, the better. In addition to it's own dots, a creature will also collect all the dots from the other creatures on the team that are the same color as the creature itself. A blue creature will gather all the blue dots from all the other creatures on the team. If you have two blue creatures, the blue creature that acts first will take all the blue dots. So the sequence in which creatures act is a very important aspect. The most popular strategy at the moment is to have many dots of the same color to allow a creature to charge it's special ability with only one move. This will come at the cost of lower combo multipliers.

2) Combo multipliers
Importance: Amount of unique colored dots and team composition
If all the combo dots on a creature are taken by other creatures on a team before he has acted himself, he will get a combo multiplier. If a red creature has all blue dots and a blue creature acts before him, the blue creature will take all the blue dots and the red creature will get a 2x combo. The combo is the same whether you have 1 blue dot or 4 blue dots. What matters is the amount of unique colored dots. If the red creature has one blue, one green and one white dot, then a green, a blue and a white creature needs to be on the team and act before the red creature, to activate the red creature's combo. If the red creature has a red combo dot, then you need another red creature on the team to activate the combo. It is important to ensure that all creature can combo, as this increases the damage and healing output, but they will not necessarily be able to combo in the same turn. You will have to evaluate fast mana accumulation vs. high combo multipliers.

The best way to understand combos and mana collection is to see what happens when you act with different creatures in combat. See how the dots are taken from the other creatures, when combos activate, and the effect of the order in which creatures act in.

3) How fast defending creatures act in dungeon
Importance: Amount of dots
For defending creatures, the amount of dots alone decide how long they take between actions.
4 dots = 3 turns
3 dots = 4 turns
2 dots = 5 turns
1 dot  = 6 turns

As you can see, having as many dots as possible make your creatures act faster, and your dungeon more effective overall. As a general rule, try using only 3 or 4 dot creatures in defense.


Combo dot manipulation
Combo dots can be manipulated in the following ways:

1) Combo Reroll
Cost: Combo reroll orbs
Allows you to change the color of your creature's dots. After 1.8 we can choose the exact color we want to have. The cost increases with amount of dots.

2) Combo dot sets
Cost: Diamonds / gold
By tapping to the side in the Combo reroll screen, you can unlock an additional combo set for a diamond cost. This can be handy if you want to use a creature with different teams, and have different colored dots for each team. Swapping between dot sets cost gold.

3) Combo Fusion
Cost: Diamonds + creature with more dots
This is a feature that allows you to transfer additional dots from one creature to another. This is very useful if you have invested totems, awakenings and enchants in a 3 dot legendary for instance, and then get a 4 dot. Then you can fuse the extra dot from the 4 dot over to the 3 dot, and keep all the investments you've already made.
Combo dots fusion guide, by Stormrider.

4) Combo Promotion
Cost: Diamonds + essences
This is a new feature in 1.8. You can now add extra combo dots to a fully awakened creature. This will be most useful for promoting 3 dotted creatures into 4 dots.

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LadyM
LadyM

Tavern Dweller
posted March 23, 2018 09:08 PM

Ty, and another question.

Brukernavn said:
This is in response to a question in the main discussion thread, but it might be easier to find by creating a new thread.

LadyM said:
I still don’t understand how dots work.  I have spent a fortune trying to change them, but I really don’t know what I am doing. Can you please try to explain how they work and what the best strategies are.


There is already a lot of information to be found about this:
[url=https://youtu.be/SJIO8NKpWnM]Combo dots 101[/url] - official help video explaining combo dots, worth watching a few times
[url=https://mantasticpad.com/2017/04/18/creature-quest-beginners-guide/]Mantastic's beginner's guide[/url] - has a few sections in combo dots with examples.
[url=http://heroescommunity.com/viewthread.php3?TID=43812]A short guide to Creature Quest[/url], by Markmasters.
[url=https://www.celestialheavens.com/forum/10/16540]Galaad's pocket battle guide[/url], by Galaad.


Short summary
Basically, combo dots are important for three things:

1) Gaining mana
Importance: Amount and color of dots
When you attack with a creature, all his combo dots will be converted into mana (you see this visually by the dots dropping down to the mana bar). Each combo dot gives 10 mana, so the more dots, the better. In addition to it's own dots, a creature will also collect all the dots from the other creatures on the team that are the same color as the creature itself. A blue creature will gather all the blue dots from all the other creatures on the team. If you have two blue creatures, the blue creature that acts first will take all the blue dots. So the sequence in which creatures act is a very important aspect. The most popular strategy at the moment is to have many dots of the same color to allow a creature to charge it's special ability with only one move. This will come at the cost of lower combo multipliers.

2) Combo multipliers
Importance: Amount of unique colored dots and team composition
If all the combo dots on a creature are taken by other creatures on a team before he has acted himself, he will get a combo multiplier. If a red creature has all blue dots and a blue creature acts before him, the blue creature will take all the blue dots and the red creature will get a 2x combo. The combo is the same whether you have 1 blue dot or 4 blue dots. What matters is the amount of unique colored dots. If the red creature has one blue, one green and one white dot, then a green, a blue and a white creature needs to be on the team and act before the red creature, to activate the red creature's combo. If the red creature has a red combo dot, then you need another red creature on the team to activate the combo. It is important to ensure that all creature can combo, as this increases the damage and healing output, but they will not necessarily be able to combo in the same turn. You will have to evaluate fast mana accumulation vs. high combo multipliers.

The best way to understand combos and mana collection is to see what happens when you act with different creatures in combat. See how the dots are taken from the other creatures, when combos activate, and the effect of the order in which creatures act in.

3) How fast defending creatures act in dungeon
Importance: Amount of dots
For defending creatures, the amount of dots alone decide how long they take between actions.
4 dots = 3 turns
3 dots = 4 turns
2 dots = 5 turns
1 dot  = 6 turns

As you can see, having as many dots as possible make your creatures act faster, and your dungeon more effective overall. As a general rule, try using only 3 or 4 dot creatures in defense.


Combo dot manipulation
Combo dots can be manipulated in the following ways:

1) Combo Reroll
Cost: Combo reroll orbs
Allows you to change the color of your creature's dots. After 1.8 we can choose the exact color we want to have. The cost increases with amount of dots.

2) Combo dot sets
Cost: Diamonds / gold
By tapping to the side in the Combo reroll screen, you can unlock an additional combo set for a diamond cost. This can be handy if you want to use a creature with different teams, and have different colored dots for each team. Swapping between dot sets cost gold.

3) Combo Fusion
Cost: Diamonds + creature with more dots
This is a feature that allows you to transfer additional dots from one creature to another. This is very useful if you have invested totems, awakenings and enchants in a 3 dot legendary for instance, and then get a 4 dot. Then you can fuse the extra dot from the 4 dot over to the 3 dot, and keep all the investments you've already made.
[url=http://heroescommunity.com/viewthread.php3?TID=44630]Combo dots fusion guide[/url], by Stormrider.

4) Combo Promotion
Cost: Diamonds + essences
This is a new feature in 1.8. You can now add extra combo dots to a fully awakened creature. This will be most useful for promoting 3 dotted creatures into 4 dots.

____________

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 23, 2018 10:44 PM

I think something went wrong with your post, Lady.

What was your other question?
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