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Messages - daza.mistwalker
Pages: [1]
1
« on: January 21, 2014, 08:55:05 pm »
I'm just opening this up as a place to discuss ways and means to help lower level players level up, thus increasing the overall power level of our alliance.
There are 3 main bottle necks on the road to power that I see and experience as a habitual reincarnater: 1. Information: This is one we actually do a good job with in the forums, the rookery and soon-to-be Facebook. We have good resources and places where people can learn the finer points from our own experiences. 2. Silver: This is what leveling up comes down to at the lowest levels. Getting the buildings upgraded increases your level, command points and power. But these cost silver. Getting that inflow is crucial through the first 70 levels or so. More silver also buys more sworn swords which means more power and the ability to get your own stuff in adventures, AvA and adventures and challenges. 3. Time on challenges, quests and adventures: Reincarnating means trying to burn through book one and if you're trying to get all the fealty houses it's beneficial to do this as fast as possible. There are times where having another sword swinging through a challenge can be a great help.
#1 and #3 are places where alliance help has been critical to getting me through faster. Challenges used to be an enormous time sink as I might have a SS committed for an entire day trying to hack and slash my way through to some relatively good gear. But nowadays, I have several go-to high level folks that have no problems joining my challenges and within just a couple of hours my sword is free and I have the good loot. so far its been the biggest tangible boon provided by being an alliance member.
#2 is perhaps where we have yet to truly tap in, and where the greatest potential is for growth. Experiementation has led to some nice discoveries: When someone barters me from a higher level, we both get silver. However the one "attacking" sacrifices their SS for relatively small rewards. But the smaller guy benefits by both the silver AND the seals they get from a successful defense. if you haven't gotten your obsidian dagger yet, this would be a great way for the upper level person to do it. Perhaps FB or the forums is a good place to match people questing for the dagger with people needing the silver.
this is just opening the dicussion with a few of my thoughts but there are probably other good ideas waiting to be shared!
2
« on: January 20, 2014, 11:59:29 pm »
Yup! I didn't think that extra command point would make as much difference, but as I level through the early stages it definitely does and I need to farm and train them up to burn through the books. With such a short AvA interphase, I don't want to be stuck as a Lannister!
3
« on: January 20, 2014, 01:32:36 am »
I suspect they might have changed it since the wiki was written. Basically, the smart thing for them to do would be to default that talent point on level 13 thus making it very clear and very simple. But they don't. Perhaps one day I might wake up to find all of my fealty buildings locked, but I sincerely doubt it enough that I'm going to continue to pick the talent I want to make permanent as I think is in the spirit of the game.
when you reach level 13, all of your prior buildings unlock automatically but you have to manually spend one talent to unlock your current fealty building.
And since we are discussing talents, my current strategy is to only spend that single one until I get to level 65. You don't HAVE to spend them when you get them. Then I have 64 talent points to pour into the different attack/defend aspects or into the fealty house if they have something good. It takes at least that long to decide what most of your soldiers are going to be good at or what you need them to be good at. First couple incarnations I was a harrassing machine and the last one I put a lot more into fight and sabotage. People who have spare talents have more options.
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« on: January 17, 2014, 09:46:22 pm »
There's been a a lot of confusion about that one little talent point and where to put it. So I'm going to address this and put to bed some rumors but also maybe raise a few questions. I'm on my 5th reincarnation and have discovered how these things work by fiddling with them.
Placing the permanent talent point is the last step right before reincarnating into your new life. You've read the wikis, you've done everything else but this is one step you do NOT want to screw up because if you do, you won't get your fealty building that you ground away on for the last few weeks or months or even almost a year!
The good news is that it is practically impossible to screw this step up. But nothing is ever completely fool proof because there is always some fool who is also a genius. The first time I did this, I had read the wikis and blogs and forums and like a noob, I picked the default; the place the game chose to put it. And as you can see in my pic of the Greyjoy bonus, I did NOT pick the "unlock Fealty Building" talent! I picked the bonus that gave me 2% more Harrass. And every since then, I've been a lover of all things skirmish. At level 13 during my Tyrell incarnation, that Greyjoy building opened right up and I had iron and fish to go with my horses and grain.
However, being a Martell was not as much fun as being a Greyjoy, so I put my talent in the "proper" spot. I certainly did not want to risk repeating that one. And then I became a Stark which was almost as much fun as being a Tyrell. However, I again went with the game default and now have an aid bonus of 2% which rarely gets used. Being a Targaryen was more fun than the prior 2 plus we were in AvA so I waited until level 100 to do my reincarnation. And in that one, you can see where I put my permanent talent point. And it appears as though I now can field an extra sworn sword that I couldn't before.
In short, I have put my permanent talent point all over the talent tree and have never failed to get my fealty house at the appropriate time. So now you can learn by my foolishness and actually pick which talent you would like to take with you on your quest toward the iron throne. There ARE some considerations: 1. How long do you want to linger before the next reincarnation? The better talents tend to be higher on the talent tree. But for Tyrell and Stark, I didn't feel like going to level 90. 2. Different talents for different houses. In hindsight, I should have picked one of the level 65 talents, where it was 2% attack AND defend for my Greyjoy house. I'll probably do this with my Baratheon house with the battle talent. Many people covet that extra command point at level 90, and indeed I did grab it this last time out because I'm not as into spying.
But I am curious: what if I spend gold on a talent and choose to use my perma-point in the intrigue talent tree? Will I not get my house? It's not something I'm interested in testing at the moment and haven't met anyone else who was that curious but it might be useful to know!
Another question, which I will be able to answer eventually, is what would happen when revisiting a house. I plan on returning to my Ironborn ways and if house Martell appears after that, I my end up going back and forth again.
The one thing I DO know is that you do NOT have to spend your permanent talent on the level 13 spot, which might arguably be the most worthless place inside of the fealty tree once you got the building built. However, if you HAVE done it, I certainly don't blame you for your caution. Afterall, I did it too, even after disproving it through my own experience!
Hopefully this will lessen the anxiety about reincarnating as well as add to the tactical strategizing involved that we enjoy about this game. That one talent point is not a game changer at all so I'm not terribly upset about those I have misspent.
5
« on: December 19, 2013, 03:25:45 am »
You want a guide for crafting? Or how anbout the best place to find resources and loot on an adventure? Or how to build a good defense on fight or swindle or steal? It's all right here: http://www.editgrid.com/user/saltiresfan/GOTABest chart EVER for building, finding and using stuff. It's color coded and everything! You can download and highlight to your hearts content. Enjoy!
6
« on: December 18, 2013, 06:00:24 pm »
I have 17 SSs with 6 of the peerless. Breaking all 17 down according to level and ability gets a bit daunting, but since I'm looking at a reincarnation early in the phase, those peerless ones are divided: 1 Vanguard (Fight at level 17) 2 Skirmishers at levels 16 and 11 1 charlatan rank 17 1 agent rank 17 1 Merchant rank 14
All of them get decked out with the best stuff and their main jobs are the challenges and the quests in the early part of the game after reincarnating, which is why they don't level very quickly.
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« on: December 17, 2013, 11:49:54 pm »
ok, i really do not understand the percentage and so on study..i am preparing now for reincarnation..what would you prefer (for example) to make pernament and why -legendary broadsword of fish (8,5,5 and 10%bribe A, 5% Fight A) or dangerous Hefty broadsword wtih just 30 points for Battle...thanks
I wrote a bit on it in the reincarnation thread, but the short answer is the +30 Hefty broad sword. The bribe attack is not worth so much, although 10% is a really good amount. If it was 10% for battle or fight attacks the decision would be more difficult. When you reincarnate and put that hefty sword in the hands of a peerless you are keeping, you'll slice through challenges and get more cool stuff much faster and easier.
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« on: December 17, 2013, 11:35:06 pm »
Stats Vs Percent: What Do I want to Keep?Like most noobs to the game, I started the game with no clue about reincarnation. A lot of my friends (some of whom got me into the game) ended up quitting as they maxed out their buildings because it appeared they had mastered the game and met all their goals. Those friends and their inactive accounts are now great sources of plunder as I continue on my journey to the Iron Throne. I'm presently on my 3rd reincarnation. The recent discussion brought up a good question: http://notserfs.createaforum.com/basics/a-study-on-percent-vs-stats-a-guide-to-better-ava-garrisons/msg612/?topicseen#newWhat should I make permanent? A high stat item, like a +30 battle broad sword, or peerless sword that offers +8 but 5% fight attack bonus?As I worked my way through my first incarnation, I was vaguely aware that the specialty % added something extra but it only became apparent after I had reached about level 150 or so. In Mr. Magoo-like fashion I began training my fighting SS's so that their fight stats were always twice what the specialty stat was. So after adding 2 points of battle, I added 1% point to their fight stat. In my first incarnation, I made permanent about 4 peerless SS's and some of the more valuable equipments and units. In the second incarnation, I added 3 more peerless or legendary swords and a few more items. All of these high +value SS's and items made leveling up much easier because I had a bunch of them able to work several of the quests at the same time. Having the high +point values is invaluable early on as you are building the power of your hold. So to answer the above question, I would keep the +30 broad sword because it will help my peerless SS slice through challenges in record time and quickly gather more good loot. But now that I have my 7 peerless SS's I'm done buying them, let alone making anymore of them permanent. When you reincarnate, your SS's keep their built up stats, so this is a nice bonus that they get to keep their training. In my next incarnation, there are some high percentage items that will get renamed, like the shield with only +2 battle, but is offering 10% for battle attacks and defenses. My general rule is that any gear or unit giving a bonus of more than 7% on attacking and defending fight, steal, swindle (or better - battle, trade, intrigue) is worth a look at making permanent. Anything +20 or more deserves a look, too but that's just me. Right before taking the plunge, look at your stuff and look at your gold and keep the best stuff within your budget. The hardest thing about reincarnation is letting go of so much cool stuff you worked so hard to get or make. But the good news is that you'll eventually get more!
9
« on: December 17, 2013, 08:50:30 pm »
Wow - we have a young, but growing crew.
Currently working through my 3rd incarnation - lvl 62 Battle 162 (Fight 56/30, Harrass 42/16, Aid 18/16) Trade 166 (Barter 40/14, Bribe 16/14, Swindle 30/28) Intrigue 77 (spy 16/14, Steal 17/15, Sabotage 16/14)
Currently Stark Formerly Greyjoy, Tyrell Trying pick the pace up in advancing, but also trying to decide when to to try for Lannister or Baratheon or Targyreon
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« on: December 14, 2013, 10:42:58 pm »
Even though we're not AvA, we can still compare effectiveness with PtP which would be somewhat analogous by sending a couple out on patrol and comparing their defensive results when they get hit/wounded and that is where I'm going next in my little experiment.
But from what I see with your results, the so-called "scrappers" are modest winners, especially at lower levels. At the moment I've just equipped my low level merchants with decorative swords using barter seals (I have dozens of them!) These are the cheapest and fastest weapons to make. At first they do not look like weapons at all, but after applying 3 seals they put MANY other weapons to shame as they increase both base and percent stats.
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« on: December 14, 2013, 03:18:55 pm »
This is an interesting comparison with some interesting results Manza. While percentage is a winner, it isn't by as much as I would have thought considering the level and power of your keep. I would have guessed the differences to be a lot more. Especially in the case of your first pair, this seems to suggest that specializing doesn't offer a clear enough advantage compared to going with a general approach. The one who is trained more towards general battle lends her stats to all three fight attacks, while the second guy is specializing in fight attack only. Clearly, more research is needed, especially on the defense side of things. I'm also interested in comparing results after a SS is wounded, if the advantage becomes more marked. With your keep stats, I'm guessing that you don't suffer wounds nearly as often!
12
« on: December 13, 2013, 06:48:15 pm »
Thanks for all the interesting thoughts replies! This is an experiment that is easily replicated by sending your own SS's out naked and then changing their equipment. There are still some untested scenarios, such as sending out a patrol for PtP where they defend against a specific sort of attack.
I have 2 alts with 2 different houses, and obviously I do different things with each. This one is focused on reincarnating while the other is simply building strength to the highest level and that is the hold where Eli lives :-) More points, more resources and command points = more options.
One attraction to this game is the sophistication involved in making various choices and it would be boring if everyone did exactly the same thing. However, AvA requires a greater level of coordination and discipline. And emotional preference still plays a role. After losing a couple of SS, even if they were cheap, I wanted to beat the crap out of the enemy! But bloodying them while they are attacking also works. We were weak in garrisons for most of the last phase and the changing of the rules created a minor crisis for our camps. Properly training and equipping our defenders helps engender confidence which means a more powerful force. Just like in real battle, once the defenders start to break, they tend to run away en mass turning a loss into a route.
One way to increase the percentage odds is by the use of seals, and every gear/unit above common has one open slot. The decorative sword has 3 open slots, which means the right seals could turn that ugly duckling into a customized and fierce swan!
13
« on: December 13, 2013, 05:44:30 am »
An experiment with percentages vs player plus stats
After our camps were repeatedly decimated and sworn swords (SS’s) all but murdered the last round, I set out to see if I could figure out how to better garrison defenders at our camps. For me, I have always based the power level of my SS’s on the +level of their stats and weaponry paying little attention to the percentages which tend to be very small numbers. Why go to the considerable trouble and expense of crafting a metal shield that takes a hand slot and only delivers a +1 for battle when I could have a long sword that delivers +3 for far cheaper and more quickly? The metal shield delivers 4% to battle when defending, which adds nothing when adventuring which is what my SS’s spend most of their time doing, or attacking in PtP play. Beyond the obvious trade-offs when training for percent vs broad stats is what happens when a SS is wounded in battle. Every time a SS is wounded, they suffer a deduction on their broader stats, causing a decrease in their effectiveness. Subsequent wounds and defeats cause more deductions, resulting in a downward cascade that makes the SS much easier to kill on subsequent attacks. However, there is no corresponding deduction on the percentages that I can see.
My hypothesis is that training and equipping SS’s based upon percentage instead of raw plus stats and having specialized SS’s garrisoned would be more effective especially in the camps we tend to build up to higher levels. Could a lower level SS with higher percentages of defensive stats more effectively defend against SS’s with higher stats? A second question I had was what if the SS was trained almost exclusively in increasing their specialty percent; would they still be able to fight equally well despite any number of wounds?
METHOD I first wanted to see the effect of percentages vs broad level power. So I sent a SS named Eli out on a simple quest to the Neck to prevent the Mudders Poaching, the first adventure: Initial ss (Eli) = rare +2 battle (no equipment or seals or boons) House level 111 House battle stat +277 Talent +24% to fight when attacking Talent +14% when attacking or defending Mudders poaching Battle +6
ADVENTURE 1: +277 + 2 + 64% = 458 The first thing I discovered is that it was impossible to continue an adventure once the ss advanced a level without training them first. This made Eli’s stats go from +2 to +4, which made the next adventure thus: ADVENTURE 2: 277 + 4 + 64% = 461 I then decided I wanted Eli to specialize in skirmish defense so sent her on one more adventure, only this time with my skirmish/harrass stats which are 2% higher than my fight stats:
ADVENTURE 3: 277+4+66% = 467 Already, there was some interesting things to note. Increasing Eli’s power by +2 from +2 to + 4 yields a gain of 3 points on her total attack points. Increasing her percentage by 2% increased her from 461 to 467 for a gain of 6 points toward her attacks or twice as much. At this point, Eli has reached the next level, and I made her a skirmisher, increasing her 1% in harass attacks and defenses and sent her back to the Neck to harass. ADVENTURE 4: +277+4 + 67% = 470 Adding a single percentage yielded 3 additional attack points to Eli’s total. So I added a Militia unit to Eli, giving her a +1 for a total battle stat of +5. I sent her back to the Neck to harass one more time. ADVENTURE 5: +277 + 5 + 67% = 471 Next, I decided to send Eli to the Frost Fangs to Swindle in a battle she was likely to lose (+209 + 24% = 260 vs 294) and sure enough she lost, getting one wound and she suffered a deduction of 1 point. However she kept her percentage. So I sent her back to the Neck for another skirmish: ADVENTURE 6: +277 + 4 + 67% = 470
RESULTS AND DISCUSSION When a player is first starting out, or just after reincarnating, their total number of points is low, and so it makes sense to train SS’s on the basis of their raw power rather than with percentages, since the gain is mathematically small. However as they advance and gain more total stats, the percentages become more important. In the above example, I was able to increase Eli’s power by 3 for each percentage increase. So even though a metal shield only has a +1 stat, a 4% defense means it equates to a gain of +12 against attacks, making it far superior to the long sword. Adventure 6 answered the second part of my question. Eli was able to fight at nearly full strength, even with one wound. The loss of strength was negligible whereas if I had added another fight point instead of a skirmish point, her strength would have been reduced in larger proportion. This has some important ramifications in PtP defenses, AvA battles and garrisoning. The camps we build typically carry a great number of points (500+), especially in later phases when attacks are more consistent. This means that both attackers and defenders with higher percentages will fare much better than those that rely on the simple stats alone. And this makes the extra time, expense and bother of crafting well worth the effort especially for higher level players. In PtP play, the boons come into their own when a player has stats above 200. Adding seals to rare and better equipment further empowers them.
This has totally changed the way I equip and train my SS’s, paying more attention to the percentages than the other stats. By training my SS’s exclusively in their specialty, I can make a very cheap and low-level SS almost equivalent in power to a more expensive peerless SS just by training differently. I can now begin trading out equipment to reflect this new focus, which it is not a coincidence comes from the higher level and more expensive buildings.
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December 07, 2013, 11:34:15 am Alysane Goodbrother says: DEAL OF A LIFETIME CHALLENGE AT 18:00 GMT 7/12 Make your best SS available and join the quest. BECAUSE OF THE LENGTH OF THESE CHALLENGES, WE ARE CHANGING THE RULES SLIGHTLY. LIKE LAST TIME, EVERYONE STARTS AT THE SAME TIME, REGARDLESS OF LEVEL. IF YOU PLACE IN ONE OF THE THREE AVA CHALLENGES, YOU MAY PLACE IN THE OTHERS AS WELL. THE ONLY EXCLUSION IS THE FIRST PLACE. IF YOU PLACE FIRST IN ONE CHALLENGE, YOU MAY NOT WIN ANOTHER ONE AS WELL, BUT YOU MAY STILL TAKE 2ND OR 3RD PLACE. THIS ONLY APPLIES TO THE THREE AVA CHALLENGES
December 06, 2013, 08:16:29 am Alysane Goodbrother says: ISLANDS OF GOLD CHALLENGE AT 18:00 GMT 6/12 Make your best SS available and join the quest when it is your turn! You all know that it depends on your level when you are allowed to join alliance quests, so please join according to staggered timer below. Staggered start times for IOG: LEVEL \ TIME TO JOIN < 100 - 18:00 100 to 199 - 18:30 200 to 299 - 18:45 300 + - 19:00
December 04, 2013, 08:03:34 pm Alysane Goodbrother says: BRAVING THE GREEN WATERS CHALLENGE AT 06:00 GMT 5/12 Make your best SS available and join the quest when it is your turn! You all know that it depends on your level when you are allowed to join alliance quests, so please join according to staggered timer below. Staggered start times for BTGW: LEVEL \ TIME TO JOIN < 100 - 06:00 100 to 199 - 06:30 200 to 299 - 06:45 300 + - 07:00
December 02, 2013, 07:29:07 am Alysane Goodbrother says: SHADOWCAT HUNT TODAY 02/12 17:00 GMT!!!! Make your best SS available and join the quest when it is your turn! You all know that it depends on your level when you are allowed to join alliance quests, so please join according to staggered timer below. Staggered start times for SH: LEVEL \ TIME TO JOIN < 100 - 17:00 100 to 199 - 17:30 200 to 299 - 18:00 300 + - 18:15 THE RULES FOR PLACING IN THE TOP THREE DON'T APPLY HERE AS THIS IS A BIG-ASSED CHALLENGE SO EVERYONE GO IN AT THE DESIGNATED TIME AND HIT LIKE MAD
November 24, 2013, 04:22:45 am Agatenha says: BRAVNG THE GREEN WATERS TODAY 24/11 -21:00 GMT!!!!
November 22, 2013, 05:44:29 pm Alysane Goodbrother says: AGAINST THE WILDLING HORDE CHALLENGE!! 21:00 GMT Make your best SS available and join the quest when it is your turn! You all know that it depends on your level when you are allowed to join alliance quests, so please join according to staggered timer below. Staggered start times for AGAINST THE WILDLING HORDE: LEVEL \ TIME TO JOIN < 100 - 21:00 100 to 199 - 21:30 200 to 299 - 21:45 300 + - 22:00
November 20, 2013, 05:09:06 pm Alysane Goodbrother says: SLAVER'S BAY RACE AT 8PM GMT 20/11/2013!!!Staggered start times for SLAVER'S BAY: LEVEL \ TIME TO JOIN < 100 - 08:00 100 to 199 - 08:30 200 to 299 - 08:45 300 + - 09:00
November 20, 2013, 06:54:16 am Alysane Goodbrother says: FIRE IN THE ARSENAL TODAY 20/11/2013 AT 4PM GMT!! Make your best SS available and join the quest when it is your turn! You all know that it depends on your level when you are allowed to join alliance quests, so please join according to staggered timer below. Staggered start times for FITA: LEVEL \ TIME TO JOIN < 100 - 04:00 100 to 199 - 04:30 200 to 299 - 04:45 300 + - 05:00 ANYONE PLACING IN THE TOP THREE IN THE LAST TWO CHALLENGES MUST NOT PLACE IN TOP THREE IN THIS ONE, BUT IS WELCOME TO PARTICIPATE AND HELP FINISH THE CHALLENGE.
November 20, 2013, 12:47:17 am Agatenha says: TOURNEY IN THE MARCHES TODAY 20/11/03:00 GMT!!!!
November 18, 2013, 09:39:29 am Warg says: Just to be clear. I wasn't the FD for this challenge, I was just looking to donate and I noticed it had already been started by someone else. View Shout History
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