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  • Registered: 2017-07-24
  • Topics: 29
  • Posts: 2271
On 2017-10-02 07:42:39Show All Posts
28#

FYI, in the Chinese version:

there is ONE free plunder chance for people who are top 50 in ranked. But additional plunder will cost ingots.

Just like there is ONE free SS convoy for EVERYONE, but additional attempt cost ingot.

Also, there is a ticket item thingy that allow you to use it instead of ingot for extra attempt, which can be earned by doing/plundering S.


I have no idea what Germany have thou, that's just what I read off the Chinese patch note (a few month back, someone linked it and asked for translation)

  • Registered: 2017-07-24
  • Topics: 29
  • Posts: 2271
On 2017-10-02 17:32:46Show All Posts
39#
  • maxx123 On 2017-10-02 17:22:56
  • Because the only way f2p players can catch up to big spenders is through getting coupons via plunder. Now on 4.0 they can't do that cause they don't have ingots.

f2p will never catch up to "big spenders"

They can catch up to some spenders w/o plundering.

I'm ftp, I don't plunder on principle and i can get to 90k power if I wanted (I don't, because it would be worse masuri ranking, so I have, for example, all my injury rune in inventory unequipped since rumor is that it does nothing, so I'm sitting on 85k team)

Granted, if I did plunder, I would be... emm... 20-25k coupon richer right now. That would give me.. maybe... 4-5k more power? Diminishing return hits hard... Would help me beat some people, but not a whole lot. Cause most of the ptw up here ALSO have event ninjas that trumps power... (granted, could have spent part of that to get some of the ninja that's available via coupon. But I doubt a single super rare makes much of a difference) I mean I fight six tails at least once every week in either masuri or sage... you can't get dat shist with coupon.

  • Registered: 2017-07-24
  • Topics: 29
  • Posts: 2271
On 2017-10-03 02:02:52Show All Posts
47#
  • Shadoblaze On 2017-10-03 01:26:09
  • injury does work, the effect isnt that big but it does have an effect. when i fight kakashi clone using susano sasuke i hit about 800 more with my lvl 8 injury runes than without them, not a big difference when you see 15k+ crits without them, but 1050 injury giving ~800 bonus damage to crits against kakashi is still pretty nice, sadly once player defenses are added in the number drops to ~200 bonus damage, but if ur adding ~200 damage to every crit on 4 ninjas it adds up, so if i were you i would put those injury runes in, i havent tested how well the crit damage reduction works from injury runes works though so not sure if its worth anything from that point.

Even if it does work to that extend, the damage difference won't make a difference in any fight except maybe once every 2 weeks, I rarely lose to anyone with a margin of less than 2000 hp remaining on any opponent char on any turn. (Mind you, only talking about the ones I lose on, which in itself is a minority)

On the other hand, 5k would certainly get me harder opponent in masuri, opponent that I certainly can't beat... assuming masuri match making actually works of course.

I'm not sure if the pro out weight the con.

  • Registered: 2017-07-24
  • Topics: 29
  • Posts: 2271
On 2017-10-03 03:41:10Show All Posts
50#
  • Shadoblaze On 2017-10-03 03:13:04
  • i fight people with up to 100k less power than me, matchmaking doesnt work.


    also when you do the math, if you crit 25% of the time, with 4 people whose standards hit 1 target and 2 of which have mysteries that hit 4 people on 2turn cds, that ends up being 4k damage before chase crits over 10 rounds, also im going to assume the defensive portion works too which would mean you take less damage so it could create an 8k damage swap if its defense reduction is as good as its damage gains.


    i tested defense a couple weeks ago to see how it scales now compared to the first time i tested it, its reducing so much less damage that im trying to figure out which 8gates runes to swap them out for, injury is worth more than defense now because of the scaling(it was 11 damage reduction for a lvl 10 gold defense chakra on minatos standard attack), so if your worried about your power being too high because of nearly worthless stats then you may wish to look elsewhere cause im sure scaling it hurting you too

The only person I've ever gone to 10 rounds with in this version are water healer teams. And frankly, once the 3rd turn have passed and my buffs/barrier wears off, it's pretty much over.

Generally speaking fights are determined in the first 3-4 rounds, so we are looking at maybe 2k damage at most, and not on one target if we are talking mystery AoE, which means on single target the difference might be as low as 1k for the duration of meaningful combat, therefore unless a char is below 1k hp at some point in combat, then this would not make a difference.


And just because there is a ridiculous range, there is still something at work. I, for example, have never faced anyone more than 25k away from me even if I'm on winning/losing streak, up or down, w/o hitting the 1 min mark. So it should be working, just not the way you think.

As it stands, half of the matching complaints are "filed" by people who aren't level capped, at which point I believe the matching goes by level, which also have a ridiculous range, and ignores power for the most part (unless the upper range reaches level cap, in which case... there might be some formula?). And as such, there tends to be huge power gaps sometimes.

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