Mastery 101

Following the Arena post, Mastery (and its accompanying transmutation) is a new game feature to be introduced to DH5. The general gist of it is to allow you to use duplicates and spare items to improve your gear with enhanced stats and a unique trait.

For this post’s structure, I’ll be doing a different approach by adding FAQs along the way since putting everything at the end might seem too confusing. Another reason is that Mastery might not be as straightforward on first glance, so probing around and asking questions was the best way to learn about it. 🙂

*Minor Update (16/6): Strike Chance damage rough percentage added.

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Valenthian Rooftops [2016 Edition]

Christmas came early with this year’s edition of Valenthian Rooftops, the annual Xmas DH5 event, commencing a couple of hours ago…at least when I first started writing this post. 

In the same vein as last year, the event features your character (and ally) running around the rooftops of Valenthia collecting and delivering presents, which you can read about the strategy here, and the Easter eggs post here, both of which were posted last year.

The mission should now be (much much) easier with more gears attaining run speed at T6 and with maxed out T6 Haste making everyone a speed machine, all set for a rapid pick-and-drop delivery.

Update (22/12/16): The ornaments rewarded per difficulty have been updated. Fortunately, this makes the whole event much much easier. 🙂

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Raiding and Trophies

Before SH v2.0 makes its grand appearance, I wanted to address something that has irked me whenever anyone starts a thread or a conversation with me about the following:

“Why on earth do I lose more trophies when failing my defence, but gain very little trophies when I win?!”       – Many players

…accompanied by a string of comments about how messed up the current raiding system is and various insults thrown around.

Well…while the good thing is that this penalty is set for reduction, the honest truth is that this trophy system has not changed since the time I played (which is approximately a year ago).

This time, I promise to keep the post brief.

*Edited: Segment on Revenge & tip to move to the next ranking league*

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The Math behind Guild Wars [Pt.2.2]

Hello,

This is the second post in the series of ‘The Math behind Guild Wars’. In the previous part, we looked into the ‘best case scenario’ strategy and how having battle frenzy affects the overall score based on the number of participants.

As a continuation to Part 2.1, we now look into differing Win Rates instead.

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) 
Part 2.2: Making sense of Battle Frenzy (Win Rate)
 [you’re here now!]
Part 3: Guild War Calculator

P.S.: Yep, still procrastinating…  

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The Math behind Guild Wars [Pt.2.1]

Hello,

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.  

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The Math behind Guild Wars [Pt.1]

Hello,

Guild Wars is upon DH5 and with a complex setup of war points, battle frenzy and battle quests, the question that pops up in everyone’s head (or at least in mine), would be whether the battle frenzy is actually worthwhile getting.

Hence, I bring to you a series of posts that explore the math behind Guild wars and hopefully make some sense amidst the seemingly chaotic guild vs guild scenarios.

The posts will be structured as such:

Part 1: The Basic Math and Deriving a Strategy [you’re here now!]
Part 2: Making sense of Battle Frenzy
Part 3: Guild War Calculator

P.S.: Yes, I’m procrastinating on the second post of the combat formula.  

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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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