Champions Rv7
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Transcript of Champions Rv7
Introduction
Let me be clear in saying that we still do not know for sure exactly how the Champion battle works. We have some theories, some possible math equations and of course we have done extensive testing to help us determine what will work in most situations. As we gain more insight we will pass additional info along and there may be some revisions to this document as well. Please do not consider this document as gospel.
Revision 11
Champion Basics
Champions are powerful warriors that inspire their troops in battle. To use a Champion,
it must be assigned to one of your cities. Once in a city, a champion will participate in
the Defense of that city, and can be sent on attacks alongside your troops!
In battle, your champion will duel any enemy champion present. The winning champion
will provide a portion of their troop buffs equal to their health.
Champions increase their power by equipping mighty Weapons and Armors that lie
hidden throughout the realm of Camelot.
(Hidden, means crest barbs, wilds other cities, Dark Forests)
Champions Battle max 10 rounds.
Champion Combat
In battle, Champions take to the field first and Duel one another, attacking each other
until one Champion is defeated. Champions use different stats than regular troops
(Strength, Dexterity, Health, etc.). See “Equipment Items” for more on these stats.
In the duel, one champion will always be Victorious. The victorious champion provides
a portion of its buffs to its allied troops equal to its remaining health. For example, if the
victorious champion has 55% of its Health remaining at the end of the duel, it applies
55% of its total maximum troop buffs to its allied troops.
But there are occasions that BOTH champions DIE or battle ends in a DRAW
Even a losing champion can have an impact on the battle by weakening the
potential benefit that enemy forces receive!
If NO enemy champion is present, your champion will always be Victorious.
March 2015: It's possible to get your Champions in a situation where neither of them
can win (such as if you had two Champs with high Armor, high Health, and low
Damage or two Champs with low Hit and high Block so they could never land a blow).
If that happens, the server tries to resolve the combat by letting it run for a minute and
if caught in the no-win state, the Attacker is credited with the win.
Troop Buffs
The Troop buffs from a Victorious Champion are bonus values that are added to base
values. Troop buffs are increased by Throne Room buffs. These are shown in BLUE on
items to separate them from the Champion Stats.
Note: The Troop are applied AFTER the Sacrifice on the BASE Stats and BEFORE
the Guardian Effects.
Stats For The Attack Turn
Base Damage - Increases the damage dealt by a successful attack, similar to troops’
Attack values. You won’t see Base Damage in many slots since it’s intended to be that
weapon’s core damage stat.
Bonus Damage - Increase your Damage to take away more of the enemy’s Health on
each hit. Bonus Damage is smaller than Base Damage, but you can have Bonus
Damage multiple times on a piece of equipment.
Strength – Adds to the damage dealt and reduces the enemy’s chance to Block.
Dexterity - Adds to your chance to do a Critical Hit.
Hit - The likelihood your attack will successfully connect.
Crit - Increases your chance to do a Critical Hit, which deals significantly more damage
than regular attacks.
Stats For The Defend Turn
Armor – Lowers the amount of damage an enemy attack does, similar to your troops’
Defense rating.
Dexterity - Reduces the attacker’s chance to land a successful Hit. A missed attack
does no damage.
Health - How much damage you can take before your Champion is defeated, reduces
the attacker’s chance to do a Critical Hit.
Block - Increases the chance that your Champion will block an attacker’s strike. A
blocked attack does no damage.
Examples Of Match-Ups
Pay attention to all of your opponent’s stats. The Champion may have several stats
that are high, so multiple counters and strategies could be needed.
When facing a Champion with stats higher than yours, you can either focus on
equipping gear that raises your stats to match theirs and lessen their advantage or
equip gear that raises stats that counter the enemy’s highest values.
If you’re facing a Champion with high:
Damage - Equip high Armor gear to reduce the Damage, raise your Health so you can
take more damage without being downed, equip high Block to negate the damage, and
raise your Dexterity to lower their Hit
Dexterity - Raise your defensive stats to survive their attacks or raise Dexterity and
Health to reduce their buff to Crit
Hit - Raise your defensive stats so that you reduce the Damage from a successful
attack, and raise your Dexterity to lower the effectiveness of their Hit
Crit - Raise your defensive stats so that you reduce the Damage from the attack, raise
your Dexterity to attack them before they attack you, raise your Block to try to prevent
them from hurting you at all, and raise your Health to reduce their Crit chance
Armor - Raise your Damage, Crit, and Strength to inflict as much Damage as possible.
A Critical Hit is more likely to overcome an enemy’s Armor value
Health - Raise your Damage and Strength to inflict as much Damage as possible
Block - Raise your Strength to reduce their chance to block or your Dexterity to attack
more and have more chances to land a successful hit
Strength - Raise your Armor and Health to withstand their attacks
If you’re facing a Champion with low:
Damage - Raise your Armor to negate what little damage they do
Dexterity - Raise your Dexterity to go first and equip your High-Damage and Hit gear
to make a killing blow before they can attack
Hit - Raise your Dexterity and Crit to land stronger attacks
Crit - Equip your high Armor gear to make their hits do as little damage as possible
Armor - Raise your Damage and Strength buffs to do as much damage as you can to
kill them quickly
Health - Equip Crit and Damage sets to kill them before they can do damage
Block - Equip Damage gear so that your attacks count the most when they’re hitting
Strength - Raise your Block or Armor to negate damage
Champion Stats
Let's take a look at what attributes make up your Champion and how these work.
Health - Pretty self-explanatory. Think of this as the life your Champion has. As
the enemy's Champion successfully hits yours, your champion's health is decreased.
Obviously the higher his health, the more damage he can absorb making hit an
important stat.
• Health is the total life of the Champion, and reduces enemy Critical Strike
Chance.
• Health taken away from the enemy= (Damage + (Strength * .1) - Armor)
• On a Critical hit, this becomes= ((Damage * 2) + (Strength * 0.2) - Armor)
Damage - How much damage your champion will inflict with a successful hit on
the enemy's champion. The more damage you can do the better. Think of it in these
terms: would you rather equip your champion with a small knife or a big sword. Other
attributes on cards will increase the amount of damage you do including items with
"Bonus Damage" on them. Also the amount of Strength your Champ has will also
allow your Champion to deal additional damage if his attack is successful.
• Damage and Bonus Damage increase the damage dealt by a successful
attack.
Armor - Reduces the amount of damage your Champion suffers when the
enemy's champ delivers a successful hit. Although we do not know the exact equation
used think of it in these terms: If the attacking Champ inflicts a successful hit and his
Damage is 200 but you have Armor of 50 then you will reduce the amount of damage
done to your champ to 150. (200 Damage - 50 Armor = 150). This is also a useful stat
but is hard to get high enough to absorb a lot of damage without losing some of the
other important attributes.
• Armor decreases the damage an enemy attack deals.
• Q: What happens when armor stat is more than damage and strength effect
combined? Is there any minimum damage that still comes into play?
• A: If you can get your Armor stat that high and the opponent can't get over it even
with a Critical Hit, they'll do 0 damage to you.
• Armor is a constant.
Strength - Allows you to do additional damage when your champion
successfully hits the other player's champion. The exact bonus is not known but
most likely it is an added percentage based on how high your Champs strength is
compared to your opponent's. Also Strength reduces the enemy's chance of
blocking your attack.
Strength adds to damage dealt and reduces enemy Block Chance.
Dexterity - Higher dexterity champions are less likely to be hit by the enemy.
According to Kabam "Dexterity adds to Critical Strike chance, increases attack rate,
and reduces enemy Hit Chance". We are unsure what the "attack rate" is. It is
possible that higher Dexterity Champions attack first or perhaps attack more times but
this has not been confirmed. What we can tell you is Dexterity is important and
however Kabam has formulated the math equations, Dexterity is included in more than
one of them so make sure your Champion has decent Dexterity.
• Dexterity adds to Critical Strike chance, increases attack rate, and reduces
enemy Hit Chance.
• Dexterity determines turn order, so a high Dexterity is always useful.
Raising your Dexterity allows you to attack earlier and more often. If you
can kill the opposing Champion before it has a chance to attack, you’re safe
and can apply your full Troop bonuses.
• Dexterity is first swing and attack frequency
• It isn't strictly a turn-based battle if there's enough disparity between
players' stats. So if my Dex is a lot higher (300) than yours, I could get two
attacks in before you attack (Extra turn).
Landing a successful Hit is determined by your Hit, your opponent's Hit,
and your opponent's Dex.
Critical hits are affected by your Crit, your Dex, and your opponent's Health.
Hit - This is one of the most important attributes your champion has. It doesn't
matter how strong your champion is, how big his sword is or how much Health he has if
he cannot hit the target himself. The higher the Hit stat the more likely your
champion is to hit the enemy, and inflict damage so make sure your Champion has a
lot of Hit Chance.
• Hit increases the chance an attack will succeed.
• Chance to do a Critical Hit = ( (Dex*0.1) + Crit ) / opp_Health
• Hit chance is (50+hit)/opp_dext
• Yes, 50 is the modifier. Everybody gets an extra 50 added to their normal
Hit stat.
You land a successful hit by having your calculation come in lower than the skill check.
For example:
Your Hit is 200 and the opponent's Dex is 1000.
Calculation= (50+200)/1000 = .25
As long as the skill check comes in at .25 or lower, you successfully landed an attack
(assuming it wasn't blocked and your Damage is greater than their Armor).
Crit - This is the chance your Champion has of delivering critical damage. Critical
damage is usually double damage. Also as mentioned your champion's Dexterity can
also increase this chance. However, remember that your Champion must hit the
enemy first and then is given a second "roll" to determine if the successful attack dealt
Critical damage. Therefore, we recommend having Higher Hit Chance over Higher
Critical Chance if given the choice.
• Crit increases the chance an attack will Critically Strike. Critical Strikes do
greatly increased damage.
• You do need to successfully hit in order to get a critical attack. It
works like a flow chart:
• Step 1: Did the attacking Champion Hit?
• If no, turn is over
• If yes, go to step 2
• Step 2: Did the attacking Champion Block?
• If yes, turn is over
• If no, go to step 3
• Step 3: Did the attacking Champion roll for a Critical strike?
• If yes, calculate damage using the Crit damage formula
• If no, calculate damage using the normal damage formula
Block - If your Champion can block the other Champions attack he will not take
any damage. However, according to Kabam this chance to block can be reduced by
your opponent's strength and is therefore not a sure thing.
• Block increases the chance your champion will block an enemy attack.
Blocked attacks deal no damage.
• As for Block, it's not a 1:1 counter against Strength, but yes, when
running the equation to check if the Champion blocks an attack, the stats
used in the equation are only Block and Strength versus the skill check
roll.
Block = opp_Block / Strength
The second part of this is related to the "skill check". It's a phrase from pen and paper
RPGs like Dungeons and Dragons (the designer that did the Champion system was a fan
of D&D). You calculate the player's stats and then compare those stats against a roll. If
your stats clear the roll, it's a success, if the stats are under the roll, it's a failure. For
blocking, here are some examples:
Opponent's block is 80, your strength is 20
Block= 80/20
Block= 4
Now you roll your die and if it comes back 4 or under, the opponent blocked, but if it
comes back higher then 4, the opponent doesn't block.
If you reverse that:
Opponent's block is 20, your strength is 80
Block= 20/80
Block= .25
Now roll the die and the only way the opponent can block is if it gets a 1. Anything
higher than that is a hit.
So the system has some randomness in the skill check roll, but the higher your stats and
the lower the opponent's, the easier the skill check is. Hit and Block are the only two
stats with the skill check.
“The biggest confusion surrounding Champion Combats is caused by the
combat mechanics.
There are several stats involved but some aspects involve chance. This can
lead to surprising results and even when the same champions face each other
10 times in a row, it is technically possible to have a different outcome each
time. Even a Draw or BOTH champions die. According to Kabam, always one
champion should be the winner, reality is, proven by other players and report
postings on forum, differently.
Imagine you have a six sided dice and normally need to roll a 5 or 6 to be
successful but in this example, your Champion stats are superior to the
enemy's so your chances of success increase, this means you can now roll a
3, 4, ,5 or 6 to win.
This a very basic explanation but because this type of calculation is involved
several times during the Champion Battle means there can be a different
outcomes each time according to how the dice roll , for you or your enemy.
Gaining an advantage by having better stats only increases your chance of
winning, it does not make it certain.
I think the best way for players to understand their champions and how to
improve them is probably to go through the process of Champion Combat
stage by stage. You can then decide for yourselves what strategies will work
best for you depending on the cards you have available and the enemies you
face.
The battle starts with each Champion facing each other. Dexterity determines
turn order. Raising your Dexterity allows you to attack earlier and more often.
This means that having superior Dexterity to your enemy could mean killing the
opposing Champion before it has a chance to attack.
When the Champion attempts to strike his opponent, the system looks at the
attackers Hit Chance and compares it to the defenders Dexterity. The
difference between these two numbers effects the chance of landing a
successful hit or whether the defender manages to dodge an attack.
If the attacker manages to hit his opponent, the next stage is to decide how
much Damage is done to the Health of the defending champion.
This is determined by the attackers Strength and the defenders Block. The
difference between the two determines the chance of a Block, Weak, Average
or Great Damage. This effect is then applied to the attacker's Damage stat
increasing or decreasing the Damage done. A Blocked attack does NO
damage.
A separate dice is also rolled to determine if a Critical Hit is achieved which if
successful, greatly increases the Damage done. Critical Hit is only applied if
the attacker strikes for Great Damage.
The total Damage minus the defenders Armor is then removed from the
Health of the defending champion. Once the Health of either champion is
reduced to below 0%, the battle is over.
Any remaining Health is converted into a % and this is used to determine how
much of the Champions Troop Stats are then added to his troops base level.
In normal combat,
Attack - Defense = Damage to Life.
Once Life is reduced to zero, the troop is dead.
In champion combat, it is very similar Damage - Armor = damage to Health
Once Health is reduced to zero, the champion is defeated.
How you win your champion battles will depend a lot on which cards you have
available.
You could go down the route of using a combo of high Dexterity, Damage, Hit,
Crit and Strength with the intention of killing off the enemy fast. This can be
effective but it could leave you with weaknesses in other areas such as Health
which could mean your champion dies fast once the enemy gets the chance to
fight back. The best champions have balance, and the best players use small
subtle changes to them depending upon who they face.
For example, if someone sends a champion with low Strength, improving your
Block could mean you reduce the number of times you get hit but there are no
perfect champions, just ones more or less likely to win. As with the Throne
Room, there are always things you can do to counter if you have and use the
right tools”
(Credit to author Giantari)
As for Block, it's not a 1:1 counter against Strength, but yes, when running the
equation to check if the Champion blocks an attack, the stats used in the
equation are only Block and Strength versus the skill check roll.
See above BLOCK remarks
Variations in Champion Cards & Stats Most Champion Cards have either 3 lines of Champion stats and 2 lines of troop buffs
or 2 lines of Champion stats and 3 lines of troop buffs. There are advantages to both
types of cards and we will detail which do use in each situation. Also, please be aware
of the fact that the stats for Champion items can vary even on the same line. For
example, sword base damage can start at 25, 30, 35, or 40 on line 1. Also the 3rd and
4th line of most items can have a lower value or a higher one. For example, look at the
4th line on each of these cards. One is higher than the other. Obviously the card with
the higher boost is preferable so when choosing which to work on please keep this in
mind.
A lot of new combos enhancing current stats are possible now with the pendants
and currently the 2 Rings.
UPDATE: 2/18/2015
Most stats on the necklace are champ stats and not troop stats. All champ stats, except Damage, seem to
be available. (Dexterity mostly 5th line)
Building A Champion or Two
We are recommending you create Minimal two different champions:
Champion #1 will be your fighting Champion, the one you use when you attack
and the one you use to defend your city when an enemy is attacking you with their
Champion. This Champion will need to have excellent Champ stats (*) and preferably a
few useful troop buffs (**).
Many UNIQUE champ sets exist, created by kabam
(*)
(**)
But realistically the best stats come from combining UNIQUE items from different sets
and sometimes with items found by cresting.
Secondly, not all players have the UNIQUE items needed so combining them with
normal items.
And thus you end up with mixed sets
Champion #2 will be the Champion you can switch to if you are being
attacked by someone that has forgotten to send a Champion with their troops. This
Champion does not need to have much in the way of champ stats since he will always
win regardless. You can use this champ when someone tries to scout you or as
mentioned you can switch to this champ if your attacker has NOT sent a champion of
their own with their troops.
This Champ will work well for debuffing Defense and Using Attack + Range +
Accuracy to your own advantage
These are the max numbers a champ needs vs a NO champ battle.
If your defense debuff is 300 ( in champ) pls note that 204.9 is the max needed, you
may want to add range for example to diversify that champ. The MORE Troop stats
you get in a Champ that will battle, when NO champ is sent, the better it is for YOU.
Thus any more than 204.9 defense debuff on champ vs no champ battle is excessive.
Same for table below
• Combat Speed Debuff -995.5
• Max Combat Speed Debuff for Hussars -1610
• Max Combat Speed Debuff for Scouts -2100
• Accuracy Debuff -0.28
• Defense Debuff -204.9
• Life Debuff -490
• Range Debuff -161.5
• Life 591
• Attack 138
• Siege Attack 297.75 some magic range numbers to add to your Champ v NO
Champ (range/range debuff combination)
• archer’s vs flamers 561
• ballista vs flamers 241
• catapult vs flamers 141
• archer’s vs cats 420
• archer’s vs ballista 281
• ballista vs cats 141
• This assumes you are both at max range 185%, max research and both sacrifice.
• So as long as you beat his TR range debuff and your chump has those numbers
then it is just about the amount of troops to kill the attack in Rd1 for no loss.
(account for accuracy)
Champion #2 (3 & 4)
Here is where you have the option of being creative. Many attackers are still too lazy or
perhaps are overconfident and do not feel the need to always send a Champ with their
troops. This gives you an almost guaranteed win for your Champ and a 100%
application of your Champ's troop bonuses. Sometimes you choose a wrong TR and
even though you have a champ defending, they kill you, as the TR used was superior.
For this champ try to focus on troop buffs that compliment your TR sets. Also it is much
easier to build a Champ that is really good at debuffing one thing rather than to try to
cover a little bit of everything (other than range).
- Range Debuff - You definitely want at least one line of range or range
debuff. A lot more can make a difference but ideally one line somewhere on one
of your items should do the trick as most TR are well over max range or range
debuff.
-
- Defense Debuff - This is my favorite. You can use Defense debuff to drop
your attackers HC and Hussar defense drastically. Remember these Champion
troop buffs and debuffs adjust troop base stats. So if you can come up with some
Def Debuff on this champ, you will drop HC defense almost in half or almost to.
This set also is one of the easiest ways to make your city unscoutable.
-
- Combat Speed Debuff - This is another very cool Debuff. Although
there is still a speed glitch in the game, it is possible to almost "freeze" your
opponent's troops in their tracks causing them to move so slowly you will kill them
all before they get into range themselves. Obviously you will need more CS
debuff to work on horses, but even a small amount combined with a range
advantage can give you ridiculous kill ratios for your ranged troops.
To summarize Champion 2 &3 & 4 - Be creative. Make sure you have at least
one line somewhere of range or range debuff. The rest is up to you but try to focus on
one main buff or debuff to maximize your advantage over the enemy.
We hope this will give you at least some guidelines to work within. We know that
additional Champion items will come available in the future and as the items
themselves get to higher levels we may make some adjustments in these suggestions.
Champion Rings
Your kingdom’s Champions will be able to equip the most stylish gear this side of a
glowing sword: The Rings! Unlike previous equipment slots, you will be able to mix and
match your Rings and equip two at the same time. There aren’t slot-specific Rings, so
if you find one you like, you can equip it to either hand. Double up on your favorite stats
or cover your bases and equip a little bit of everything!
The Rings can also add the Spellcaster-specific troop stats to your Champion gear,
giving you access to the Spellcaster buffs and debuffs previously only found in the
Throne Room.
Check out the Barbarian Camps, Dark Forests, Wilds, and rival players near you to start
finding the Rings after battles.
Also, watch for the Rings in coming events and sales for the most unique Uniques seen
on your Champion! Rather than just providing existing stats, the first batches of Unique
Rings will serve as set bonuses, raising the stats of their corresponding equipment. For
example, if you have a Black Knight’s Ring equipped, you will receive a bonus to all
Champion stats from your Black Knight’s gear. So if you have a Black Knight’s Sword
and Helmet and Radiance Armor equipped, adding the Black Knight’s Ring will raise the
Champion stats of your Sword and Helmet, but not the Armor. If you equip the
Radiance Ring, then you can get the stat boost to the Armor too. Complete the sets to
get the most out of one Ring or mix two different equipment types and two different
Rings!
2 questions 1: will you get 2 set bonuses if you have 2 different unique rings equipped?
2: will you get a double bonus for having 2 the same unique rings equipped?
Answers;
1. Using the example from the initial post, you'd have to have both Rings equipped.
So if you have a Black Knight's Ring on one hand, only your Black Knight gear
would get the bonus, but if you also have the Radiance Ring on the other hand, then
your Radiance gear would get the bonus too.
2. Yes, if you equip two Black Knight's Rings, your Black Knight's gear would get a
larger bonus.
The bonus only applies to the Champion stats, not the Troop stats.
The random Ring drops and other Uniques down the road will offer normal
stats. Not every player has enough Uniques (or can mix and match Uniques
from different sets) to make having a set bonus worth equipping. It's up to
the player to decide what stats will serve them the most.
If you have a lot of Uniques from one set, keep an eye out for the Unique
Ring. If you mix and match, don't have Uniques, or you find a good Ring with
stats you like from the wilds, you might be getting a larger stat boost from
the non-Unique item.
We also have a feasibility request for down the road for Uniques that have
special functionality outside of PvP combat, so I didn't want to give the
impression that all Unique Rings will always have set bonuses and that's
why I mentioned that first batch will be for the set bonuses.
BOSS BATTLES
HIGH block.
Updated 15-10-2015:
Block over 900 works 1 hit all levels rest of stats don't matter, but raise Dexterity
too
Try it
Disclaimer: Expect RockYou to fiddle around with these stats.
Champions & Variations
“Many Players use the same setup, but there are alternatives”
Many players use the same setup, with slight variations on the above, as where
they change the Mire Blades to the Maul once they have the Feral Pendant.
What are alternatives to this setup?
What Can beat it?
No Champ rules all other champs, by sacrificing some health or strength
you can add more dexterity and hit chance, you equalize the playing field
again.
In above this means that although your opponent will do more damage
with each hit than you, you will hit more often .. and usually win..
Sickle of the Wraith +16
Feral Pendant +16
Helmet of the Wild +16
Mire Knight's Armor +16
Armsman's Boots +16
Matador Shield +16
Cloak of your choice +16 (e.g. Dex+Health+Hit Chance)
Gives you about 1600 Strength, 1500 Damage, 3200 Dexterity, above
300 Hit Chance and 5000+ Health
Edit: If you don't have the Feral Necklace here is another possibility:
Sickle +16
Noble Necklace +16
Noble Helmet +16
Mire Armor +16
Armsman's Boots +16
Tripple Dex Shield
Tripple Health Cloak
Game Limitation
Note: IF you have only 2 champions yourself, then you can only see 2 champions of
your opponent. Even if your opponent has 3 or 4 Champions.
If you encounter this problem, it is not due to the fact that the other player is
“hiding” his Champion, or some “secret” trick is going on.
You can see all Champions of your Opponent, if you have ALL 4 Champions
unlocked yourself.
Note PowerBot+ UNLOCKS this Limitation, you can see all 4 Champions
regardless.
Quote Originally Posted by Aderik
“side question, would more champion slots become available? like 1 more ? or maybe up to 8 ( Equal to Cities) There are so many items available yet only 4 slots, and more slots allows the use of more champgear.”
Luna/RockYou Reply
“We don't have any plans to do that at this time. By limiting it to four, players have to
make choices for what they want to do with the Champs. You have to make a choice
between when you want to attack and defend and pick which of your Cities need the
most protection or can make use of the troop bonuses the most.
There's also an element of limiting the disparity between groups and player reaction to
the Champions. There are groups that are quite happy to keep the number of
Champions limited to four.”
Sharing is knowledge, and a lot of players are not sharing. Yes, it gives you and
edge, or advantage, but it leaves also many people clueless. The objective of these tutorials, is
to teach, learn, educate players so ALL players have a better under understanding of the game.
The more players participate, the better the overall experience is for all players. More attacking
and defending means “lively” domains full of activity.
Credits & thanks to Stryder, Giantari & ZAW for
contributions.
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