For long-time players of DH5, mastering your gears (and minions) to their maximum potential is something that everyone strives for. Additionally, with the entry of T7 comes the added possibility of M7 – an extremely hefty endeavor to achieve.
Thus, this short post is meant for late game players who are late-game players who are planning to achieve an M7 weapon for themselves. Specifically, it covers the two fundamental questions:
- What do you need for M7?
- Is it worthwhile?
Many thanks to my brothers-in-arms, MyVoid and Corny/Scallop for clarifying some data in this entry which helped plenty for this M7 journey.
Continue reading “A Journey to M7”
The update has just dropped and amongst the changes, we’ve gotten ourselves a brand new map for Trials of Elements (or ToE for short).
This post will be a quick review of the new ToE and what kind of first-impression changes which I’ve observed thus far. Although at first glance it might seem like an aesthetical makeover, there are quite a number of underlying revisions and improvements which they’ve done since the last map.
As for the actual drawn maps themselves, I’ll probably develop them in another post. (And hopefully someone doesn’t copy it without crediting again )
Continue reading “New Trials: First Impressions”
While I would very much like to talk about the new update today, this post is dedicated to the first two legendary belts, Immortals’ Justice (IJ) and Ice Stalagmites (IS) – something which my guildies and friends have recommended for a while.
This post will assess and discuss the traits, use and viability of these two, showcasing certain strategies of how they are able to be used and which scenarios are good to use them in. It will also do an overall comparison between the two at the end as to why one of them is so largely preferred over the other.
Continue reading “A Legendary Evaluation”
A post which I wanted to do quite some time back but never properly had the time to sit down to work on until now. Allow me to present to you….Skills Documentation.
In the same vein as the minions abilities documentation list which GL, which you can check out here, do note that this is a documentation list and subjective opinions here are kept minimal at best. Additionally, this list attempts to sieve out whatever useful information one might need in figuring out certain skills.
Continue reading “Skills Documentation”
Happy New Year to all fellow readers!
Before I start, Thank you for your support, especially those who are following this blog and my guild mates, in the past year of 2016! Hopefully 2017 would be great for DH5 with plenty of new additions and bug-free updates. 🙂
To follow up with the traits ranking post, let’s more on to one of the major aspects of this game – Skills.
Continue reading “Skills Classification”
Happy Holidays from a warmer side of the world!
Now that I’m done with majority of my work commitments and taking some much deserved time off, here is a long-overdue post which I wanted to do – one that focuses on ranking of traits/attributes/magical properties.
Continue reading “Traits Ranking List”
When the T6 gear emerged 2 updates ago, I was reluctant to do any comparison post for one major reason: It was simply unfair to compare these with existing gear as none had equal footing (similar number of traits, stats) to match up.
Now that ‘it’ is released, I can safely work on a post that encapsulates the strength of these gear in all its glory.
In this post, I present to you a comparison between 2 legendary-level armors of the same element: Shining Justicar Arcplate vs Stellar Aegis Armor
Continue reading “Quantifying T6 (Light)”
This is the second post in the series of ‘The Math behind Guild Wars’. In the previous part, we looked into a strategy that is able to reap the highest amount of war points.
However, what was yet to be addressed would be how this strategy would fit in different scenarios, such as changing win rates and participant count. Additionally, we will also examine what is the cut-off point where a non-battle frenzy strategy actually makes sense.
The posts will be structured as such:
Part 1: The Basic Math and Deriving a Strategy
Part 2.1: Making sense of Battle Frenzy (Player Count) [you’re here now!]
Part 2.2: Making sense of Battle Frenzy (Win Rate)
Part 3: Guild War Calculator
P.S.: Yes, I’m still procrastinating on the second post of the combat formula.
Continue reading “The Math behind Guild Wars [Pt.2.1]”
Whelp! A belated post that arrived way too late. 😦
Hence, I’m going to review all of the easter related equipment for this post instead of providing the usual calculator or walkthrough. But I have to say, it’s much easier than the Spring festival (earlier in February) in terms of the combat prowess of the minions and boss (especially Legendary Mode).
*This is a buffer post before I make the next entry for the combat 2.0 series of posts.
Continue reading “Review of Easter Gear”
Since the latest release of the Adamant Alliance series 2 update last week, I’ve been attempting to make sense of how the combat system actually works. Thus, I’ll be running a series of experiments in testing out against a variety of minions and keepers as I possibly can with my current set of gears.
Do note that I’m a considerably semi-free player so I don’t have all possible gear combinations. I’ll do, however, make the best out of what I have and try my best to unravel this mystery. 🙂
This will be a 3-part series that breaks down the understanding of the damage calculation into several posts to be released in intervals of every week (I hope):
- Hypothesis & Initial Experiment <- You are here now!
- Dealing & Receiving Damage (Minions)
- Against Players & Predicted formula & Suggestions to deal with it
Be warned, you’ll be stepping into territory that involves some (hopefully simple) math formula. I read it’s a real turn-off in some publications, but if you want to actually know how it works, we’ve got to dig into the good stuff. 😉
Continue reading “Combat 2.0: How does it work?”