New Trials: First Impressions

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 :/)

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A Legendary Evaluation

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.

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Skills Documentation

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.

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Skills Classification

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.

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Quantifying T6 (Light)

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

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The Math behind Guild Wars [Pt.2.1]


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]”

Review of Easter Gear

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.

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Combat 2.0: How does it work?

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):

  1. Hypothesis & Initial Experiment <- You are here now!
  2. Dealing & Receiving Damage (Minions)
  3. 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. 😉

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Nature Gear [Old vs New]

Even with the festivities in place, this week’s Wanted Challenge (WC) still runs as per normal, proving how much WC is *cough*really essential*cough* to DH5. Well…the show MUST go on!

This week marks the 3rd elemental gear set and features the strongest nature set to date and showcasing some noteworthy attack/armor multipliers (13%). Something of which might possibly highly sought after for due to the absurd number of voror knights in strongholds.

However, as the mid-way point of the ‘beetle coin’ WC gear and reviewing this week’s results, I’m starting to wonder whether my initial statement about the new WC gear (and how it made the previous edition obsolete) might be true after all.

Let’s look at the facts before we jump to conclusions.

*Special thanks to Higira for correcting some of the figures inside this post! 

*Note: If you use auto-mode, do note that it is slightly broken in this map. It is advisable for you to check on it at the end of the match as there is a high chance that your character might do one of the following:
– Stand around the map after the boss is dead because the chest does not spawn only unless your character moves about after killing the boss
– Stand in the swamp pit till death
– Constantly walking into a tree and dodge rolling (?!)

The Armors

Swamp Monster Hide

Base Armor 2467
Nature Skill Cooldown 10%
Crit Hit Damage 30% (54.8%)
Health 6%
Nature Attack 13%


Titan Hornplate

Base Armor 2322
Nature Skill Damage 10%
Damage to Attacker 75 (95)
Nature Skill Cooldown 12%
Nature Armor 10%

Quite an obvious difference here. The Swamp Monster hide has traits that focuses more on attack while the Titan Hornplate focuses more on defense. Both have nature skill cooldown reduction, though I question how much a 2% difference would make a significance during actual combat.

The Weapons
Dragon Bile Blade (Greatsword)

Base Attack 2467
Nature Skill Damage 8%
Attack Speed 13% (14%)
Health/Hit 11 (15)
Nature Armor 13%


Asgirr (Glaive)

Base Attack 2322
Nature Armor 10%
Nature Skill Damage 10%
Nature Skill cooldown 12%
Attack 75 (140)

Again, the newer variation takes the cake. Despite having the same base attack (the Asgirr boosted by its raw 140 attack), the Asgirr loses out by one trait and lacks the 14% attack speed that the Dragon Bile Blade has. This means the new Greatsword makes your character a hard-and-fast hitting machine, which is advantageous against Vorors and other pesky dark minions.

In the latest update, the Asgirr loses out on the raw attack bonus but is balanced out by the armor bonus addition. Although it doesn’t have as much ‘punch’ as before, it makes your character slightly hardier, especially beneficial in Voror fights and tanking swarms of Voror knights. (back to normal!)

Seriously, is there any point in comparing?
Both weapon and armor are already individually superior than their predecessors.

Anyway, just for the sake of it, here we go!

As a Nature set, let’s try gear with health bonuses this round.

Fixed gear and attributes which I used for this comparison would be:
Back – T5 Healing Shield (+10% armor)
Hand – T5 Shockwave (+10% attack)
Belt – T5 Earthen Wrath (+10% armor)

Trinkets – 3 x T2 trinkets (+24% armour & attack)
Guild – 5% for both armor and attack

The weapon and armor used are fully evolved T5 versions.
Superfusion points have been kept at 0 for standardisation.

Combo (1): Dragon Bile Sword + Swamp Monster Hide
Attack: 5830 (Global); 3835 (Base)
Armor: 6388 (Global); 3943 (Base)
Traits: Nature Skill Cooldown 10%; Nature Skill Damage 8%; Crit Hit Dmg 54.8%,; Health 6%; Attack Speed 14%; Health/hit 15


Combo (2): Asgirr + Titan Hornplate
Attack: 5324 (Global); 3830 (Base)
Armor: 6419 (Global); 3798 (Base)
Traits: Nature Skill Dmg 20%; Nature Skill Cooldown 24%; Damage to Attacker 95


Although having similar base stats for attack, the newer weapon has an extra attack speed as discussed earlier, making it much more deadly compared to the Asgirr.

Armor stat wise, the older set wins in terms of global stat value due to the additional armor bonuses from both armor and weapon, something can be depended upon when facing off swarms of voror or tormentors. However, when against other elemental types, the newer set fares much much better.

While the older set has faster cooldowns and increased damage for spell skills, I question how much and how often players will actually use their skills in combat. The newer gear has more reliable traits like health bonuses and health/hit, making it more versatile, especially in melee combat.

Overall, my vote goes with the newer set with this one as it has higher base stats and more traits which are useful as well.

Other Combinations

Combo (3): Dragon Bile Sword + Titan Hornplate
Attack: 5715 (Global); 3835 (Base)
Armor: 6153 (Global); 3798 (Base)
Traits: Nature Skill Damage 18%; Nature Skill Cooldown 12%; Attack Speed 14%; Damage to Attacker 95; Health/hit 15



Combo (4): Asgirr + Swarm Monster Hide
Attack: 5822 (Global); 3830 (Base)
Armor: 6269 (Global); 3943 (Base)
Traits: Nature Skill Cooldown 22%; Nature Skill Damage 10%; Crit Damage 54.8%; Health 6%


When mix-and-matching weapons and armors, combo (3) and (4) prove that the original combinations maximise the effectiveness of their respective gear and make more sense to don on the matching weapon/armor.

However, if I had to pick a combination, I would choose combo (3) as it prioritises on offense while packing a ‘damage to attacker’ trait and decent percentages on skill damage and cooldown, despite its lower global values. I would say…this makes the character function like a ‘half-warrior/half-magician‘ hybrid that hits hard and attacks equally with spells. (Okay, I know that DH5 doesn’t have classes, so let’s not go there.)

Highest global attack: Combo (1) – 5830
Highest base attack: Combo (1,3) – 3835
Highest global defense: Combo (2) – 6419
Highest base defense: Combo (1,3) – 3943

Happy Holidays!