Is it just me or is it weird the abilities damage don't scale with better weapons? Personally I think they should all do X% of your regular attack... Like the slash one does 110% base (but hits multiple enemies)... Multi-sparks does like 150% and hits a lot of enemies... etc Similarly shield skills should scale with your shield strength. Like extreme shield quadruples your armor value (while the regular shiled doubles it). Just a thought.
Lucifer Crashes So I was able to put together a team that can take down Lucifer regularly, no problem, and decided to start throwing gems at his timer to get his sword faster, since you can buy the double spoils potion and get enough gems from the win to cover the price of the speed up. However, nearly every time I try to start the fight after speeding up with gems the game crashes out. I think it might have something to do with the music that plays, as when it doesn't crash it's always playing the same song. I tried turning off the music but that didn't fix it so I'm not sure... It's really irritating though to have to keep re-loading the whole game each fight. I'd also like some way to either order my friend's list in game or else keep the same people selected for the Lucifer fight without having to rescroll through the list each time.
An easier solo Lucifer Okay... found an even easier way to take down Lucifer solo. It takes longer but is much easier. 1) Run to mid field... spam abilities... 2) Do the good old bait step I outlined in my previous strategy 3) Dash forward... hit him once and retreat immediately 4) Repeat. The timing is not hard and you will continually score one clean hit. You can also heal up per my previous method if he does hit you a couple times. I hope this helps! For the record I'm still using my original method as it's faster... but this way should be even easier for people.
I still want more friends! If anybody would like to add me, primarily to kill Lucifer, you're more than welcome to GC: Joneev
I like how in the Misc. shop there is now an option to trade gems into coins. Will there ever be an option to convert coins back to gems?
Andre, Can you please elaborate on this? I dont understand what the benefit of buying a HP seed over a def seed is? thanks.
Hi friend, HP seed is used to add your character's HP, and DEF seed is used to add block to your character. They are not closely related to each other.
While I cannot confirm anything (only the developer could do that)... there are only a few logical options. 1) The simplest equation. incoming damage - armor value (in this game just the shield) = damage taken So if you have 100 armor it should take off 100 damage off each swing against you. This allows them to keep scaling enemy strength and armor strength indefinitely. Benefits: Lets you scale indefinitely Cons: Quickly makes older enemies obsolete as they will do no damage to you Thoughts: this is clearly not the system used as the basic enemies attack value is much lower than my armor value. 2) An equation that translates armor into a percent decrease in damage. So X armor nets you a Y% decrease in damage. No idea what the ratio is but this is also a very workable solution. Benefits: Makes it so no matter what enemies are hurting you (which makes logical sense) but weaker enemies will still quickly become easier and easier. Cons: The downside is that at higher armor values the gain from each additional armor point is going to get smaller and smaller (if they didn't do this eventually your armor rating would go over 100% and you'd take no damage). Thoughts: I'm not sure this is the system either as diving lightning cast by the opponents still rocks my world and I have a pretty high armor value. 3) Some hybrid of the two. So armor can keep scaling but it cannot completely nullify an attack. So for example you could use the equation from the first method but put a cap on it... The max damage reduction is 90% for example. Or you could make the cap based on your armor value as well. Thoughts: This seems like the most likely to me. Really the options are only limited by the developers creativity but it is likely some form/variant/combination of the above as they are the most basic approaches. That's why I've been focusing on defense more than HP. It's better to reduce the incoming damage from each hit than gain HP in a game where you are going to take a lot of hits. If I'm hit 100 times in an average fight... saving myself 10 hp per hit is worth 1000 HP... and in a game like this the main hero is going to get hit a lot more than that with the mobs of underlings running around. Obviously you also need to buff HP as well so you don't get rocked by the specials/bosses but I'd prioritize armor first is all. This approach also makes healing spells stronger as they appear to give a specific set amount of life (not a percentage of your max) from what I can tell.
Pocket Army version 2.0.1 is released this September 26th Hi Pocket Army lovers, We are glad to say that the new verion 2.0.1 of Pocket Army is released today. WhatÂ’s new in Pocket Army 2.0.1: - Fix data losing bugs. - Improve Loading speed. - Some other minor bug fixs. Thanks a lot for your interesting with our game and your feedbacks to improve our game. We hope that you will have other feedbacks to continue improving our game in the future. Cheers, Andre