Originally posted by Kingryan
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I am far from "one sided", I am just stating facts (I even brought up the damage formula..) But let's go a bit further and use some logic (and facts) a bit more.
Ok, you said you're killing troops with "whirlwind, one normal attack, 1 slasher and ultislash". A mage one shots troops with Rain of fire (90% of the time). By the time you do all those 4 attacks (4 turns) to actually reach the mage, the mage would've already started attacking you after his first rain of fire. Even more so, now mages are tending to get meteor, which is a 4 sec cd aoe (and stronger than RoF). In a common scenario, the mage would do Meteor, Lighting strike, thunderer, Lighting strike thunderer..4 full attacks on you while you're still clearing troops. But since you like luck with persistance, let's say the mage gets lucky too and gets a 100% reduce cd everytime. The mage would do Meteor, Thunderer, Thunderer, Lighting strike, Thunderer. While you're still trying to clear troops, sure, you'll have enough rage to EDD, then what? he'll lose 25-40% of his hp (assuming you're strong enough), heal all that back with one Restoration. The mage now is at full hp, you're at less than 20% of hp.
And before you say you're not at Sushi's lvl, even higher BR knights need that kind of amount of turns to clear troops, because their slasher isnt strong enough to one shot them. Ultimate slasher does one shot them (highest crit with ultimate slasher i've seen on a troop is 175k damage..slasher doesnt come quite close)
Let's go a bit further in our assumption, let's say the mage uses a blood rune. To not waste a turn, he'll do an auto atatck + blood rune combo. You lose 8k hp every action for 8 turns. That's 64k hp (1/3 of your Hp) (and that's not even counting you getting past the 50% damage boost, you'll be taking 12k damage per action, for a total of 96k).
Now, the mage combo looks like this : Meteor, auto attack + blood, thunderer, thunderer.
Of course I was exxagerating (a bit) when I said knights wont reach awakening form, I thought you would get the point..but you seem not to have.
Are you getting the point now? Knight = waste 4 turns to reach the mage. Mage = Start dealing good damage on turn 1.
( Oh, and, for your info, if the mage of our example was to Hercule delph our knight, he would be taking ~430k brut damage.. Didnt want to bother with the damage reduce formula lol)
Now let's talk about what actually happens. With ~4k block, I merely block one hit out of 5-6. So, stop assuming you get a 100% block rate because it's utter **. Persistance has about 10% chance to proc ON A BLOCK. (see those caps? they're there so that you'll understand it's not a 100% chance to proc either). That's 10% chance to reflect damage every 5-6 hits.
Also, Wartawan ( Top cross server US west knight) has about 250k hp.. Eliatan has 200k+ hp..That's not that huge a difference (it wont save him from an Hercule delph). Wartawan is 230k BR while Elia is "merely" 210k ish.
Honestly, I think you are the one sided guy here.. Refusing to accept the fact that knights arent op at end game (and, no, lvl 70 isnt end game, I'm talking about 160-170k+ BR knights with lvl 80 troops and full academy skills for troops resistance, that are still, sadly, getting one shot at higher lvl.)
One more thing.. Dont you guys ever dare to diss Amazon Queen ...A hot Amazon on a dinosaur? How silly can you guys be, this has got to be the most op combo ever in Wartune life. Dont you even dare to touch her, she's all mine #04
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