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TOPIC: Final Ultra Rare Token Images

Final Ultra Rare Token Images 2 years 1 week ago #73

Jeff, I like the new wording on the Ring as it does solve some problems, but still think it's far too powerful compared to other UR bonus damage Rings (calculations earlier in the thread show it can add about twice as much bonus damage). But, if it stays as is, I'll definitely be getting it for our Wizards, they almost never miss their skill checks.
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Final Ultra Rare Token Images 2 years 1 week ago #74

Endgame wrote: I’ll be using the following build for an analysis of the new skill check ring in a couple hours. If anyone feels this is not reflective of a reasonable build of someone just stating to get into URs, let me know why.

tdcharactercreator.com/#/character/edit/6ea68f32-d7d1-4f0c-b31e-a7e7373cc87d

Since no one replied, I will assume this build is reasonable for someone just getting into URs.

NOTE: I did this whole write up from my phone. I’ll look it over and address formatting tomorrow if necessary.

Our player buying their next UR will have 3 in print options
Ring of the savant
Ring of Havoc
Belt of the deadshot

Which one will net them the most damage?

Executive Summary
Our player will deal the most damage buying a belt of the dead shot in all scenarios

Havoc vs Savant
On short dungeon, our player should buy Havoc

On medium dungeons, it’s basically a tie

On long dungeons, or player should buy Savant

Spell Precedence
In any dungeon, we expect the following spells to be cast: without question:
fireball and both level 2 rays.

The reason is that they do the most damage, regardless of using the ring of the savant or not.

In a very short dungeon (see below), that leaves 4 additional spells to be cast. In a very long dungeon, we will cast 9 additional spells

Regardless of gear, we will cast:
3x magic missiles
If we use savant cast
burning hands
Otherwise cast
Acid Ray
—-stop here for very short dungeon—-
Cast unused spell from above
4 darts

expected combat rounds
With an uncoordinated group, it can be very difficult to get more than 3 rounds of done in a dungeon. It’s not uncommon for the first combat room or two to only go 2 rounds and the final combat to go 3 rounds. If we use 3 rounds as the ceiling, we get:

3 combat room dungeon
Very Short: 7 rounds (2-2-3)
Medium: 9 rounds (3-3-3)

4 Combat room dungeon
Medium: 9 rounds (2-2-2-3)
Very Long: 12 rounds (3-3-3-3)

Damage numbers
drop Ring of Jealous Fervor for Ring of the savant:
Lightning storm: 33
Scorching Ray / Ray Of Shock: 31
*Magic missile: 29
*Burning hands: 27
Acid Ray: 25
*Darts: 24

drop Ring of Jealous Fervor for Ring of Havoc
Lightning storm: 35
Scorching Ray / Ray Of Shock: 33
*Magic missile: 26
*Burning hands: 24
Acid Ray: 27
*Darts: 21


Belt of the deadshot
Lightning storm: 37
Scorching Ray / Ray Of Shock: 35
*Magic missile: 28
*Burning hands: 26
Acid Ray: 29
*Darts: 23

Assumptions
Our player will always use FoP bat in the final room and they use their level 2 Ray spells there

Our player always does skill checks, regardless of equipping savant

Our player is very successful at skill checks and passes all checks but one every dungeon

expected Damage
Savant
very short dungeon: 201 damage
medium dungeon: 250 damage
very long dungeon: 322 damage

Havoc
very short dungeon: 203 damage
medium dungeon: 248 damage
very long dungeon: 317 damage

Deadshot
very short dungeon: 217 damage
Medium dungeon: 266 damage
Very Long dungeon: 335 damage
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Final Ultra Rare Token Images 2 years 1 week ago #75

Bummed about being off the robe, but I understand the rationale. Will just have to push for a wizardly robe next year. Very excited about the new skill ring.

Thanks for the breakdown Endgame. I was a little worried that the +5 was indeed too much, but it looks like it isn't, especially with the added cost of time and the chance of blowing the check and not getting any benefit.
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Final Ultra Rare Token Images 2 years 1 week ago #76

Endgame wrote:

Endgame wrote: I’ll be using the following build for an analysis of the new skill check ring in a couple hours. If anyone feels this is not reflective of a reasonable build of someone just stating to get into URs, let me know why.

tdcharactercreator.com/#/character/edit/6ea68f32-d7d1-4f0c-b31e-a7e7373cc87d

Since no one replied, I will assume this build is reasonable for someone just getting into URs.

NOTE: I did this whole write up from my phone. I’ll look it over and address formatting tomorrow if necessary.

Our player buying their next UR will have 3 in print options
Ring of the savant
Ring of Havoc
Belt of the deadshot

Which one will net them the most damage?

Executive Summary
Our player will deal the most damage buying a belt of the dead shot in all scenarios

Havoc vs Savant
On short dungeon, our player should buy Havoc

On medium dungeons, it’s basically a tie

On long dungeons, or player should buy Savant

Spell Precedence
In any dungeon, we expect the following spells to be cast: without question:
fireball and both level 2 rays.

The reason is that they do the most damage, regardless of using the ring of the savant or not.

In a very short dungeon (see below), that leaves 4 additional spells to be cast. In a very long dungeon, we will cast 9 additional spells

Regardless of gear, we will cast:
3x magic missiles
If we use savant cast
burning hands
Otherwise cast
Acid Ray
—-stop here for very short dungeon—-
Cast unused spell from above
4 darts

expected combat rounds
With an uncoordinated group, it can be very difficult to get more than 3 rounds of done in a dungeon. It’s not uncommon for the first combat room or two to only go 2 rounds and the final combat to go 3 rounds. If we use 3 rounds as the ceiling, we get:

3 combat room dungeon
Very Short: 7 rounds (2-2-3)
Medium: 9 rounds (3-3-3)

4 Combat room dungeon
Medium: 9 rounds (2-2-2-3)
Very Long: 12 rounds (3-3-3-3)

Damage numbers
drop Ring of Jealous Fervor for Ring of the savant:
Lightning storm: 33
Scorching Ray / Ray Of Shock: 31
*Magic missile: 29
*Burning hands: 27
Acid Ray: 25
*Darts: 24

drop Ring of Jealous Fervor for Ring of Havoc
Lightning storm: 35
Scorching Ray / Ray Of Shock: 33
*Magic missile: 26
*Burning hands: 24
Acid Ray: 27
*Darts: 21


Belt of the deadshot
Lightning storm: 37
Scorching Ray / Ray Of Shock: 35
*Magic missile: 28
*Burning hands: 26
Acid Ray: 29
*Darts: 23

Assumptions
Our player will always use FoP bat in the final room and they use their level 2 Ray spells there

Our player always does skill checks, regardless of equipping savant

Our player is very successful at skill checks and passes all checks but one every dungeon

expected Damage
Savant
very short dungeon: 201 damage
medium dungeon: 250 damage
very long dungeon: 322 damage

Havoc
very short dungeon: 203 damage
medium dungeon: 248 damage
very long dungeon: 317 damage

Deadshot
very short dungeon: 217 damage
Medium dungeon: 266 damage
Very Long dungeon: 335 damage


Thanks for all that work! Nice job!
Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"
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