That’s because we had no defeats this time around. Unlike the two previous tournaments, there are not big jumps here. I haven’t gone that far in this playthrough, so that data is not there. And while absolute squad sizes will continue to grow, I’d expect the curve to have lower slope after #30 or so. Once you reach that, enemy squad size ratio growth slows down significantly. Now, don’t try to extrapolate it like that past province #30. Thick red line is the average losses for a particular encounter (adjusted for different star stages). Keep in mind that doing 1-24 provinces in 2* is the same as doing 2-25 provinces in 1* etc, so you can see several lines in the chart. VideosĮlvenar – Tournament Tutorial (2020) – Gems – Aggregate Losses (in regular squads) And as we will see, all this costs us significantly higher troop losses. With just 3x Magic Workshops I am basically breaking even every week (growing ever so slightly). We will be getting 20% less of KPs than in the previous setup, and less than half the PoPs. Which leaves us with KPs and PoP enchantments. I personally don’t use EE enchantments, but someone who does may actually benefit from more than double the amount. 8% less relics is utterly irrelevant at this stage of the game. Not all these changes are important though. Given that difficulty changed quite significantly, previous setup of 50/50/12/12/12/9 is not optimal anymore – you want to keep roughly the same number of provinces all the way into 5*, thus picking up KPs from both 2* and 5* stages instead of just 2* as before.Īs you can see, this definitely impacts all rewards. Of course, the primary goal of tournaments is still acquiring maximum amounts of KPs while keeping it sustainable. Individual Rewards – Previous vs 2020 editionĪs you can see, I have calibrated the runs to be as close as possible in terms of tournament points. As my approach have changed, let’s compare the two (old vs 2020): You may have seen my series with tutorial for the previous version of the tournaments. Also, be careful with your troop selections, as picking wrong troops can ramp up your losses quite significantly. But if you can afford another health boost, that might be quite useful as we use a lot of heavy units here, and that’s the only boosts that apply to them. And even if you have extras, additional ELR or MMM are not going to be super useful here. This is a relatively easy tournament, so we can afford to go easy on the boosts. The reason for that is that I want to keep my boosts setup sustainable, and put up fewer boosts if I can get away with it. In fact, this is the weakest set of boosts in the whole 9 week cycle in these series. Magnificent Mage multiplier – 1x (+50% mage damage)Īs you can see, this is not a whole lot of extra boosts.Unleashed Unit Upgrade – 1x (+25% health).Fire Phoenix – L10, fed (+50% all units damage).Temple of the Toads AW – L16 (+24% heavy range damage).Heroes’ Forge AW – L11 (+18% heavy melee damage). Dragon Abbey AW – L16 (+24% mage damage).Needles of the Tempest AW – L16 (+24% light range damage).Victory Springs AW – L16 (+24% light melee damage).Martial Monastery AW – 元0 (+30% health).All troops unlocked at 3*, no shortages in availability.Because setup is important, here is what was used in this run:
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