Splash Damage: Supposed to be so large? (in General)


QBsutekh137 October 5 2006 3:23 PM EDT

Hey all,

I noticed in a battle log how massive splash damage is. Hes, I have a big Fireball, but ye gads.

There aren't many battles for me over four rounds. That's because I have either won before then, or I have roasted my familiar to a fine crisp in round four. Here are the figures:

In twenty battles against MyFirstNCB, I make it to round four with familiar still alive. The average splash damage to the familiar is 695K. Yes, you read that correctly. Nearly 700K of _splash_. That's not all of it. MyFirstNCB has a decent AMF, landing a 0.15 on my huge FB. So, adjusting that 700K upwards to a "full power" figure would place my splash against a single friendly minion at around 820K. Wow. One "splash" would kill my familiar even if he had all of his HP remaining!

I then fought 20 battles against Nascence, a zero AC target with no AMF. In those battles, adjusted for the first round having a 30% reduction, my average damage against a single enemy is 1.553 million.

The ratio of splash-to-damage, then, is about 50%. Splash is 50%, probably spread out amongst remaining friendly minions/familiars. Did I miss a meeting on how high splash damage is? Is this in line with what everyone else is seeing? I can't really say I have a problem with it, as 4 rounds should be enough for me to kill a team, and that is the distinct trade-off for an FB-based strategy. But the fact is, once I buy a second minion, I could very well enter melee combat with full HP on all minions (against archers vs. my huge Evasion). Sad to think that is all for nothing when I roast my SF in one round come melee... :\

Thoughts?

QBJohnnywas October 5 2006 3:33 PM EDT

FB mages have really really bad body odour. You just never smelt it before!

AdminShade October 5 2006 3:34 PM EDT

why would you want to enlist another minion with such power?

QBsutekh137 October 5 2006 3:44 PM EDT

Why? Not sure what you mean about the power comment...the power is the very reason I need another. Here's the basics I get from a second minion, regardless of what I train on him:

- Extra kill slot at the back.
- Put tattoo on second minion so Mage is up front and takes on ranged damage. Few can hit him because if his evasion.
- Put tattoo on second minion so mage can wear CoI. That will be a very large damage booster.
- Dilute fireball damage for one round that much further, hopefully keeping familiar and mage alive an extra round from time to time (one extra round is HUGE for me).

In addition to that, I get whatever I train on the second minion. That will probably equate to something like a 700K level Dispel Magic or so, which will be very helpful against GA and VA, and will reduce AS to some degree in my opponents.

AdminQBGentlemanLoser [{END}] October 5 2006 6:36 PM EDT

Spalsh damage has been that high. :/

If you want a second minion, you'll probably have to ditch the SF and use a RBF, or except that the new minion will never live past Ranged...

Well, maybe if you stuck a MgS and TSA on it! :P

AdminNightStrike October 5 2006 6:51 PM EDT

This marks the first time I've been used for experimentation! Thanks, sut!

Oh, and thanks for this, too:
"MyFirstNCB has a decent AMF, landing a 0.15 on my huge FB."


Now if only I could find a way to win a battle against you...

QBsutekh137 October 5 2006 7:10 PM EDT

NS, if you were able to beat me with half my PR, I would be cross about a great deal more things than just splash damage. *smile*

Gl, as I have said before, my second minion will never have any HP trained. This is just another reason why. *smile*

AdminNightStrike October 5 2006 7:23 PM EDT

I just tried... and I have to say, I'm pretty darned close to it. With a little more PTH on my Bone (I got two rounds of swinging off, single hit on one, miss on the other), I can do it. I need under 100,000 more damage.

I think I can at least draw you.

AdminNightStrike October 5 2006 7:27 PM EDT

Ok, nm.. I was double hitting your familiar. Still, I'm pretty darned close. What should I train, more AMF or more AS?

AdminQBnovice [Cult of the Valaraukar] October 5 2006 7:29 PM EDT

having AMF and AS on the same minion without an RoS being involved is a little harsh...

AdminQBGentlemanLoser [{END}] October 6 2006 4:39 AM EDT

Probably best option atm then is a pure DM E Sute. ;)

I like the idea of a 20 HP non AS boosted minion. They just scream for having base Decay! ;)

Oh!!

If you had this 20HP DM E with Decay in front of Hubbell, with an AoI, it could potentially last into the first round of Melee, cast a single Decay, before getting obliterated by your Friendly Fire. ;)

Flamey October 6 2006 4:51 AM EDT

GL, apparently decay doesn't work that way.

the damage of backlash of decay is dependent on the opponent's HP.

e.g. I cast AMF (0.50) on your decay minion which has 20 HP.

you cast decay on my 100 HP enchanter, the backlash will be 0.50(AMF effect) * 50 (1/2 of opponent's HP) = 25

25 damage gets dealt to your enchanter.

according to the wiki under AMF that is correct :P

Zoglog[T] [big bucks] October 6 2006 6:16 AM EDT

Flamey, he didn't say AMF backlash, he said the friendly fire from the FB, the splash would more than kill the Enchanter in melee.

Flamey October 6 2006 6:54 AM EDT

sorry, mis-read. but even if the enchanter survived for some miraculous reason, AMF would kill the decay.

Rubberduck[T] [Hell Blenders] October 6 2006 6:55 AM EDT

Yep, I think 50% is correct. I know there was a time when JW could beat my FB/FF combo using a ToE to get to melee then stand back and watch me blow myself up :)
Mem was running a 4 minion FB/FF with reasonable success a while back though it seems to fly in the face of logic.
Looks like you have discovered another problem with hiring that 2nd minion, it allows you to keep the SF alive only to be cooked by your mage round 4 (at least like you say that is the end of the fight in many cases)
I agree your choice of enchantments is very limited. I doubt training AS/PL would keep the SF alive one more round even in the best case scenario (no DM low AMF).
Other options are to change the tattoo, either RoS or ToE being the only real candidates with neither looking all that attractive.
What can I say, you will get the extra kill slot (ok maybe only versus MM depending on how you set up) the ability to wear CoI/MCM and a decent sized DM which will be useful versus some of the teams you are facing. That should be enough to give a nice boost in power, 30M worth, hmm who knows :) Single minions / single minions looking to expand have suffered these last few change months, keep your fingers crossed for next time.

QBJohnnywas October 6 2006 6:57 AM EDT

Lol. BL, splash damage. I'd forgotten that! :)

AdminQBGentlemanLoser [{END}] October 6 2006 7:32 AM EDT

I was also talking about AMF backlash! ;)

AMF backlash for Decay is AMF% * 0.5 * Casters HP at time of Casting.

It's true! ;)

Rubberduck[T] [Hell Blenders] October 6 2006 8:02 AM EDT

I don't think decay is an option anyway unless it would get you Poison, he is the only non amf user not training FB in your range.

QBsutekh137 October 6 2006 9:50 AM EDT

Yeah, the second minion will likely be a 20 HP DM enchanter, in lieu of a better E being available by then. And sure, I'll put Decay on him, no reason not to.

NS, I have already drawn with you before. Pretty rare, but you can check my 24-hour battle stats to see.

AdminNightStrike October 6 2006 3:02 PM EDT

Sweet!!! I can draw against sutekh!!!!
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