I mention 1.25x multiplier for one hand weapons when dual wielding, as well as aspd multiplier, so damage per hit/attack is even more inaccurate. If you want to nitpick, sure damage per "second" is not the correct unit of time, but DPS is often used to reference general damage * attack speed values. Take it at face value, or not, it's up to you. The point is having something to work with to determine whether you should be using that crit perk or that damage perk. I'm just offering general knowledge, if you don't like it that's fine. If you don't agree with it that's fine. As for economy perks, personally I've found 15% unit discount > .5 cp/s > 100 starting cp. The exception is the 100 cp rune is pretty good if you're doing early seige missions, then the extra early catapult makes rushing the level rather easy.
Has anyone seen a -35% bannerman cost rune? That would be nuts on a 2-mod rune with 100 starting cp together with it.
I feel like 15% general unit discount is better than 35% unit specific discount in quite frankly every single scenario. 35% banner only begin to pay significant dividends at the 115/155 cost marker, and even then it's short lived. The full math behind this is rather simple too. If you spam bannerman from the get go: 1 bannerman - breakeven after 47 cp spent 2 bannerman - breakeven after 147 cp spent 3 bannerman - breakeven after 300 cp spent 4 bannerman - breakeven after 507 cp spent You tend to spend more than 500 cp over the course of a wave (much more in fact)... not to mention a 4 bannerman rush start is rather impractical. Most tend to go for 2 before going with units, where the unit perk will still benefit. Greedy players will go for 3 bannerman, but again general rally instantly recovers that advantage. I didn't bother factoring in the fact that you technically can get the bannerman earlier with a 35% discount, leading to a few more cp. But you can also technically build a bunch of captains which are cheaper with the unit discount and have a higher income that way.
I agree that 15% to all is much better (since you dont really summon bannermen much), but we cant really pinpoint the practicality when it comes to endless mode coz of a lot of factors like bannermen dying. Yes 4 from the start is pretty bad. 2 right now is optimal, and 3 is greedy. But if your character can solo everything at the beginning without having to summon anything, going for 3 from the start could pay off. Endless can be like a race to 999 cp so you can resummon faster (even though they die even faster) it may affect the outcome for a few seconds, maybe even more when the waves get out of hand.
Lost my save Did the game reset for anyone else? I lost my iCloud save. Weeks and months of dedication all gone. I'm going crazy.
Maybe I'm getting your karma instead- I've never crafted a repeater before, and I finally, finally made one. It's rusty.
Has the rate of crystals per battle been decreased? Many outpotst just give 1 crystal every 5 battles. I think it was way more before, but I'm not sure.
Check here: http://heroesandcastles2.wikia.com/wiki/Territories All data on that page is still from the first version.
Wow, shouldn't have updated then. Any idea on how to play the earlier version on a non jail broken device?
I'm not sure if territory rewards have been decreased. It only got cut in half in the free version, I think. Compare the rewards with the wiki page I posted above. You can only downgrade iOS games if you have the older version still on your computer.
Most of them have always been 1 crystal every 5 "days" I found a tactic to go on endless FOREVER, given the device doesnt crash or runs out of battery. I just did and eventually figured it out, and i had to end it purposefully coz i broke endless. Gunmage ftw?
Nope. Only ground units are a few Dwarf Miners to help control catapults and Rocketeers early on, then just Footmen all the way through. Wall units are Ice Mages only, but not more than 4
[CARTOON GIRL MOVIE] Dwarf RuneSmith Play Subscribe to the TouchArcade YouTube channel ] i made this video myself~! have fun
Thanks, I had fun Now I know the setting that causes the low framerate. It's Lighting. Before the current patch on "high" it felt like 40+ FPS, and now it feels like 10 FPS.
Cool video, what level is your runesmith? Runesmiths could deal 2k+ damage just to let you know, they're basically tanks that hit like a cannon, a slow one though.
Wouldn't the torch bearers get overwhelmed eventually on endless? Btw do you guys know how captains aura works? If it kills something does it only boost only existing units on the field or do new units also receive the aura boost? How many times can the aura stack? Like does having 4 captains give you 4x a captains aura boost for all your units? Do walls have magic resistant armor? I've noticed fire mages with 100 armor piercing only do like 35 damage on a wall or so.