Hell Hades mentions the defense soft cap a lot in his videos. You start losing effect somewhere around 4.5k
Accuracy after like 250 isn't terrible, but really only needed in Arena. (I might be remembering this lower than it is, but you'll never reach a soft cap anyway, I don't think)
Resist I think only needs to ever get up to like 100 or 150, but isn't something you should really be trying for anyway, unless it's a hyper specific strat you're aiming for (Well, maybe for tanks in Spider's Den while you're working on your speed team?)
HP, Crit Rate/Dmg, Attack pretty much never wall off, but there's the built in 'You can only kill it so dead' clause, since technically any 'overkill' you do with few exceptions is just wasted. Hitting a 1k hp skeleton with 2k dmg doesn't make it 'extra dead.'
Speed also has a built in 'Doesn't matter how fast if you hit like a mosquito' clause. Going 3 turns to an opponent's 1 turn is fine and all, but hitting like an angry mosquito doesn't do much
Not sure how helpful all this is, but things I've remembered/learned watching YouTube and playing on my own.
https://www.youtube.com/watch?v=S7sDcBfM9DI&t=2s
This would help. :)
Valdys said:
This would help. :)
With all due respect, but this wouldn't help much beside those basic info we already know. The OP here (and basically everyone that want to be effective) is more interested in actual numbers behind those general directions, as things like "Over some point you will start to get diminishing returns. You'll need to do some testing to find out where that point" is literally useless.
I don't really see any meaningful reason why so many basic things directly related to the gameplay are so secretive. Those are just numbers related to skills and knowing them will help us make informed choices. I don't understand how this can impact the game in any bad way.
I have Elhain and Souldrinker, Let forget for a moment that they are different rarity, with different basic stats, kit and such. I just use them for sole example, as i know their actual numbers behind the skills.
I know that their A3 is AoE that hits 2 times and have multiplier of 3,5/3,5. We don't have someone with real advantage here.
But Souldrinker's A1 have multiplier of 7,4 and Elhain;s A1 have multiplier of 3,5 (and a condition that if she crits she will hit one more time with same multiplier). So, obviously Souldrinker is clear winner here.
Hell Hades mentions the defense soft cap a lot in his videos. You start losing effect somewhere around 4.5k
Accuracy after like 250 isn't terrible, but really only needed in Arena. (I might be remembering this lower than it is, but you'll never reach a soft cap anyway, I don't think)
Resist I think only needs to ever get up to like 100 or 150, but isn't something you should really be trying for anyway, unless it's a hyper specific strat you're aiming for (Well, maybe for tanks in Spider's Den while you're working on your speed team?)
HP, Crit Rate/Dmg, Attack pretty much never wall off, but there's the built in 'You can only kill it so dead' clause, since technically any 'overkill' you do with few exceptions is just wasted. Hitting a 1k hp skeleton with 2k dmg doesn't make it 'extra dead.'
Speed also has a built in 'Doesn't matter how fast if you hit like a mosquito' clause. Going 3 turns to an opponent's 1 turn is fine and all, but hitting like an angry mosquito doesn't do much
Not sure how helpful all this is, but things I've remembered/learned watching YouTube and playing on my own.
TLDR form; Def > HP, Attack being huge doesn't matter if you can't survive the opponent.
Well yeah, things like HP and Speed wouldn't wall off, but what I meant was, for example, damage that's based on HP/Def/Atk/Speed (I think I saw a hero with speed-based skill, not sure) rated skills, so yes, you could stick on as much HP as a 32/64 bit app can read, but how is the damage that skills that are based on HP scaled. And you say Def > HP, but to what extent, esp with those heroes whos skills are all HP based? (I assume that ATK is worthless for heroes who don't have Atk-based skills so I try to avoid that stat when I can) And you're right about crit rate, i was thinking back when I played WoW and for PvP gear you stacked Resilience for anti-crit I think, or maybe I'm just mixing memories with other ones ha..
I think the impact would be reduced amount of people that impulsively buy more silver for the re-training/gearing they have to do? That's my guess at least...Valdys said:
This would help. :)
With all due respect, but this wouldn't help much beside those basic info we already know. The OP here (and basically everyone that want to be effective) is more interested in actual numbers behind those general directions, as things like "Over some point you will start to get diminishing returns. You'll need to do some testing to find out where that point" is literally useless.
I don't really see any meaningful reason why so many basic things directly related to the gameplay are so secretive. Those are just numbers related to skills and knowing them will help us make informed choices. I don't understand how this can impact the game in any bad way.
I have Elhain and Souldrinker, Let forget for a moment that they are different rarity, with different basic stats, kit and such. I just use them for sole example, as i know their actual numbers behind the skills.
I know that their A3 is AoE that hits 2 times and have multiplier of 3,5/3,5. We don't have someone with real advantage here.
But Souldrinker's A1 have multiplier of 7,4 and Elhain;s A1 have multiplier of 3,5 (and a condition that if she crits she will hit one more time with same multiplier). So, obviously Souldrinker is clear winner here.
How i know those numbers? Some nerd on internet have spend tons of energy, silver and time in game to run countless test to actually comes with these numbers. With all due respect to that guy, hes idea and actual tests are genius, but that's just not right. Plarium can give us those to help us have better understanding of their game.
Daering said:
With all due respect, but this wouldn't help much beside those basic info we already know. The OP here (and basically everyone that want to be effective) is more interested in actual numbers behind those general directions, as things like "Over some point you will start to get diminishing returns. You'll need to do some testing to find out where that point" is literally useless.
I don't really see any meaningful reason why so many basic things directly related to the gameplay are so secretive. Those are just numbers related to skills and knowing them will help us make informed choices. I don't understand how this can impact the game in any bad way.
I have Elhain and Souldrinker, Let forget for a moment that they are different rarity, with different basic stats, kit and such. I just use them for sole example, as i know their actual numbers behind the skills.
I know that their A3 is AoE that hits 2 times and have multiplier of 3,5/3,5. We don't have someone with real advantage here.
But Souldrinker's A1 have multiplier of 7,4 and Elhain;s A1 have multiplier of 3,5 (and a condition that if she crits she will hit one more time with same multiplier). So, obviously Souldrinker is clear winner here.
How i know those numbers? Some nerd on internet have spend tons of energy, silver and time in game to run countless test to actually comes with these numbers. With all due respect to that guy, hes idea and actual tests are genius, but that's just not right. Plarium can give us those to help us have better understanding of their game.
The game wants you to make uninformed choices.
Legendary hero A has multiplier of 10
Legendary hero B has multiplier of 20
Informed Players don't bother using Legendary Hero A