Wednesday, October 1, 2014

Summoner's War: Rune Choice Theory Crafting Notes

Runes are a big part of how effective your monster is.  Base stats and the skills are your main choices when choosing a monster to be apart of your team, but it is the runes that can really change whether that monster is going to be effective contributor to the team, or just so-so. 

As can be seen in a previous post about this game, all rune types have the same rune choices for every slot.  Where I see this as a good thing to make theory crafting easier, it also limits our choices for stats on rune slots 1, 3, and 5 to only be +ATK, +DEF, and +HP.  For my theory crafting purposes, I will probably not address those slots and just assume that

So when I am talking about rune choices for a particular monster, I really am tailoring it specifically for that monster base stats and its skills.  This means that a particular rune set may or may not apply to another ATK type monster, and it may or may not apply to the same monster of a different element. 

Also, please note that any choices that I make for my monsters are not the end-all-be-all in choices.  I may have one to three or more choices for a particular monster depending upon how I feel like changing up my team. 

One example of a monster with multiple rune sets is Fire Magical Archer whose skills #2 and #3 inflict debuffs and #1 inflicts more dmg per debuff on the target.


Also please note that I do not theory craft like most "min-maxers" and go for the final stats of a monster to calculate the absolute perfect combination of stats for a monster.  By performing my theory crafting on a low level version of a monster, this makes my choices prone to errors BUT it does provide a rune choice that will work right out of the gate and should improve over time.  Just thought I would toss that disclaimer out there so that you will be aware.








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