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Forum Index > Battle Discussion > Question on Fire pet abilities
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Author Thread Post
Aizar
Level 70
Warden of Umbra
Joined: 4/15/2017
Threads: 35
Posts: 365
Posted: 12/26/2018 at 12:32 AM Post #11
Link: https://www.sylestia.com/forums/?thread=70921&page=1#7
Author: Aizar
Time Posted: 12/25/2018 at 11:32 PM
[quote=1470091]

Okay, so here's Conflagrate, just Conflagrate:

Initial Ramp up:
Turn 1) 0 mana - 100x
Turn 2) 10 mana - 100x
Turn 3) 20 mana - 100x
Turn 4) 30 mana - 100x
Turn 5) 40 mana - 100x
Turn 6) 50 mana - 100x
Turn 7) 60 mana - 100x
Turn 8) 70 mana - 100x
Turn 9) 80 mana - 100x
Turn 10) 0 mana - 300x
Turn 11) 10 mana, round 1 - 300x
Turn 12) 20 mana, round 2 - 300x
Turn 13) 30 mana, round 3 - 300x
Turn 14) 40 mana, round 4 - 300x

First Conflagrate complete, 2400x in total, 171 (rounded down) per turn
But keeping going..

Turn 15) 50 mana - 100x
Turn 16) 60 mana - 100x
Turn 17) 70 mana - 100x
Turn 18) 80 mana - 100x
Turn 19) 0 mana - 300x
Turn 20) 10 mana, round 1 - 300x
Turn 21) 20 mana, round 2 - 300x
Turn 22) 30 mana, round 3 - 300x
Turn 23) 40 mana, round 4 - 300x
1900x, or 211x damage per turn for this window, 187x per turn with the ramp-up time included, and like Exploding, the more Conflagrates you get off, the more this goes up.

It seems that hitting JUST Conflagrate is more powerful than hitting JUST Exploding, which is in turn more powerful than hitting JUST Flamethrower. It's a bit ahead of waiting for the full combo, but less powerful than the partial combo if the boss will go down in less than 20-ish turns.

All this assuming single target and unbuffed from other pets...and that I'm again doing my math right. :) I predict adding in buffs from other pets during the full combo will make the full combo method pull ahead.

Trying to do Flamethrower + Exploding as a means of ramping up to the combo is taking a little more figuring, because the abilities don't mesh happily...


Okay, now for Flamethrower + Exploding (Not doing Flamethrower + Conflagrate, because you might as well already wait the extra three turns for the partial combo at that point.)

First, hitting all the things as soon as you can.
Turn 1) 0 mana - 100x
Turn 2) 10 mana - 100x
Turn 3) 20 mana, hit Flamethrower - 200x
Turn 4) 0 mana, round 1 F - 120x
Turn 5) 10 mana, round 2 F - 120x
Turn 6) 20 mana, round 3 F - 120x
Turn 7) 30 mana, round 4 F - 120x
Turn 8) 40 mana, hit Flamethrower - 200x
Turn 9) 20 mana, round 1 F - 120x
Turn 10) 30 mana, round 2 F - 120x
Turn 11) 40 mana, round 3 F - 120x
Turn 12) 50 mana, round 4, hit Exploding - 220x
Turn 13) 0 mana, round 1 E - 125x
Turn 14) 10 mana, round 2 E - 150x
Turn 15) 20 mana, round 3 E, boom, hit Flamethrower - 600x
At this point, you're back to Turn 4 in terms of mana levels and being buffed with a first round of Flamethrower, so I'll cut off the ramp-up time here. This is about 1775x overall, or 131 per turn. Pitiful!

Now let's try another method. Waiting for Flamethrower and Exploding to combine.
Turn 1) 0 mana - 100x
Turn 2) 10 mana - 100x
Turn 3) 20 mana - 100x
Turn 4) 30 mana - 100x
Turn 5) 40 mana - 100x
Turn 6) 50 mana - 100x
Turn 7) 60 mana - 100x
Turn 8) 70 mana, hit Flamethrower - 200x
Turn 9) 50 mana, round 1 F, hit Exploding - 220x
Turn 10) 0 mana, round 2 F, round 1 E - 145x
Turn 11) 10 mana, round 3 F, round 2 E - 170x
Turn 12) 20 mana, round 4 F, round 3 E - 220x
Turn 13) 30 mana, boom, hit Flamethrower - 300x
Turn 14) 10 mana, round 1 F - 120x
Turn 15) 20 mana, round 2 F - 120x
Turn 16) 30 mana, round 3 F - 120x
Turn 17) 40 mana, round 4 F - 120x
Turn 18) 50 mana - 100x
Turn 19) 60 mana - 100x

By now you are ready to perform this soft combo again, so I'll cut it off here. 2535x for the ramp-up, or 143x per turn. Finishing Blow is better than that.

Clearly, combining in this manner isn't viable. But then, I'm also then wondering if waiting to ramp-up for the full combo is efficient?

Let's see....
Turn 1) 0 mana - 100x
Turn 2) 10 mana - 100x
Turn 3) 20 mana - 100x
Turn 4) 30 mana - 100x
Turn 5) 40 mana - 100x
Turn 6) 50 mana - 100x
Turn 7) 60 mana - 100x
Turn 8) 70 mana - 100x
Turn 9) 80 mana - 100x
Turn 10) 90 mana - 100x
Turn 11) 100 mana - 100x
Turn 12) 110 mana, hit Flamethrower - 200x
Turn 13) 90 mana, round 1 F, hit Exploding - 220x
Turn 14) 40 mana, round 2 F, round 1 Ei - 145x
Turn 15) 50 mana, round 3 F, round 2 Ei, hit Exploding - 270x
Turn 16) 0 mana, round 4 F, round 3 Ei, round 1 Eii - 245x
Turn 17) 10 mana, round 2 Eii, boom - 350x
Turn 18) 20 mana, round 3 Eii - 200x
Turn 19) 30 mana, boom - 300x
2630 over 19 turns, or 138x per turn.

Okay, now for the full combo, meaning Conflagarate is also in there.
Turn 1) 0 mana - 100x
Turn 2) 10 mana - 100x
Turn 3) 20 mana - 100x
Turn 4) 30 mana - 100x
Turn 5) 40 mana - 100x
Turn 6) 50 mana - 100x
Turn 7) 60 mana - 100x
Turn 8) 70 mana - 100x
Turn 9) 80 mana - 100x
Turn 10) 90 mana - 100x
Turn 11) 100 mana - 100x
Turn 12) 110 mana - 100x
Turn 13) 120 mana - 100x
Turn 14) 130 mana - 100x
Turn 15) 140 mana - 100x
Turn 16) 150 mana - 100x
Turn 17) 160 mana - 100x
Turn 18) 170 mana - 100x
Turn 19) 180 mana - 100x
Turn 20) 190 mana - 100x
Turn 21) 200 mana, hit Flamethrower - 200x
Turn 23) 180 mana, round 1 F, hit Exploding - 220x
Turn 24) 130 mana, round 2 F, round 1 Ei, hit Conflagrate- 345x
Turn 25) 50 mana, round 3 F, round 2 Ei, round 1 C, hit Exploding -570x
Turn 26) 0 mana, round 4 F, round 3 Ei, round 2 C, round 1 Eii - 545x
Turn 27) 10 mana, boom, round 3 C, round 2 Eii - 650x
Turn 28) 20 mana, round 4 C, round 3 Eii - 500x
Turn 29) 30 mana, boom - 300x
5330, or 184x overall


So breakdown is (assuming all of these include ramp-up):
Partial Combo: 138x
Full Combo (plus Conflagrate): 184x
Just Flamethrower: 135x
Just Exploding: 172x
Just Conflagrate: 187x
Flamethrower + Exploding (Method 1): 131x
Flamethrower + Exploding (Method 2): 143x

Winners:
Ramping up Full Combo IF you can add other buffs to the combo window.
Just Conflagrate if the boss will last more than 20 turns
Just Exploding if the boss will last less than 20 turns, or if you don't have Conflagrate yet.

However, giving Flamethrower's poor performance alone and with the combined methods, I'm also looking at a different combo. That is, getting up to 180 mana and doing Exploding->Conflagrate->Exploding.

So that would be:
19 Turns of 100x
Turn 20) hit Exploding - 200x
Turn 21) round 1 Ei, hit Conflagrate- 325x
Turn 22) round 2 Ei, round 1 C, hit Exploding -550x
Turn 23) round 3 Ei, round 2 C, round 1 Eii - 525x
Turn 24) boom, round 3 C, round 2 Eii - 650x
Turn 25) round 4 C, round 3 Eii - 500x
Turn 26) boom - 300x
4950x, or 190x per turn

This would make the above the best combo, aka cutting out Flamethrower entirely. I'm confused.

Why is Flamethrower so bad? Unless it is multiplying all other ability damage by +20% instead of just being another 20 thrown into the mix with the 200's and 300's from the other abilities? (The difference between doing 220% Magical Damage or 240%...320% or 360%...) Then one has to question the same for the other abilities--whose percentage gets calculated first if it's not just all lumped together?

Brain brokage. :D
Aizar
Level 70
Warden of Umbra
Joined: 4/15/2017
Threads: 35
Posts: 365
Posted: 12/26/2018 at 12:37 AM Post #12
Hey, Krin, are you able to help my poor broke brain regarding how percentages from different abilities get stacked together? No need to answer this urgently, just a slight possibility that Flamethrower needs a buff.
Edited By Aizar on 12/26/2018 at 12:37 AM.
Krinadon
Level 75
Shadow of the Moon
Site Administrator
Joined: 12/17/2012
Threads: 1,119
Posts: 14,683
Posted: 12/26/2018 at 11:46 AM Post #13
Damage bonuses just directly add to the pet's Physical or Magical Damage number. So example:

Pet has base 1000 Damage.
Buff adds 20%.
Pet now has 1000 * 1.2 Damage, or 1200


If multiple modifiers are being used at the same time, the calculation first adds up the modifiers and then does the final damage * mod calculation at the end. So if you had two 20% modifiers, it'd be:

Pet has base 1000 Damage.
Buffs add 20% and 20% (40%)
Pet now has 1000 * (1 + 0.2 + 0.2), or 1400
Malikas
Level 70
The Kind-Hearted
Joined: 12/17/2015
Threads: 48
Posts: 941
Posted: 12/26/2018 at 4:46 PM Post #14
@Aizar, also abilities change as they get higher ranks!

Rank 4 flamethrow for example, also includes burning for an extra 100% damage over 4 turns (jumping to 8 turns at rank 5). With 30% boost to attacks and 300% to start with, it is quite the support.

Looking at the numbers, explosive fireball suddenly jumps from middlingly useful to really good against multiple enemies at rank 5! Remember that damage is additive with fireball, but split with conflagrate.

But if you are looking at the rank 5 abilities (which haven't been unlocked yet), air's razor wind looks like a bit of a cheat. :D It suddenly changes air from a single attacker to a multiple attack like fire... :P
Aizar
Level 70
Warden of Umbra
Joined: 4/15/2017
Threads: 35
Posts: 365
Posted: 12/26/2018 at 10:20 PM Post #15
Thanks! So hmm. Flamethrower might still be a bit weak, but I'll check what the different ranks do.
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