Friday, October 17, 2014

Summoners War: All Possible Secret Dungeons

I found this list on a forum while I was surfing the inter-webs.  I am posting it here because I can guarantee this post will not disappear randomly, which i cannot say the same about forum posts.  I also didn't like the format that the information was presented in.  I took the information in the forum post and converted it into something much easier to read quickly.

Let's start with the most important information first:

No SD
Name Fire Water Wind Light Dark
Fairy X
Garuda X? X
Harpu X
Inferno X X X
Inugami X X X
Magical Archer X X
Warbear X? X
Werewolf X X

2**
Name Fire Water Wind Light Dark
Fairy X X
Garuda X X X
Harpu X X
Hellhound X X X
Howl X X X X X
Imp X X X X X
Pixie X X X X X
Salamander X X X X
Warbear X X
Vagabond X X
Viking X X X
Yeti X X X X

3***
Name Fire Water Wind Light Dark
Bearman X X X X X
Fairy X X
Golem X X
Griffon X X
Harpy X X X
Harpu X X
Hellhound X
Inferno X X
Inugami X X
Magical Archer X X X
Salamander X
Serpent X X X
Warbear X
Werewolf X? X X
Vagabond X X X
Viking X X
Yeti X

OTHER VALUABLE MINIONS


Elemental DARK (not high elemental, not low elemental) - dark/light scroll / wish temple
Epikon Priest ALL - mystic scroll / wish temple / unknown scroll
Fairy LIGHT - invite 50 friends by facebook / Secret dungeon

Farmable Monsters:

Inugami FIRE - Faimon Volcano / Unknown scroll / Mystic scroll
Inugami WATER - Garen Forest /Unkown scroll / Mystic scroll
Inugami WIND - Telain Forest /Unkown scroll / Mystic scroll
Inferno FIRE - Vrofagus Ruins / Unknown scroll / Mystic scroll
Warbear WATER - Mt. White Ragon / Unknown scroll / Mystic scroll
Werewolf FIRE - Vrofagus Ruins / Unknown scroll / Mystic scroll
Grim Reaper WIND - 1st new area 10/28/2014 / Unknown scroll / Mystic scroll

Other 4*, 5*, 6* monsters can be summoned by mystic scroll, summon by crystals, event dungeons, wish temple ?
Other light/dark monsters can be summoned only by light/dark scroll or wish temple.

Credit for this information is to com2us forum member "rzechu".

Here is the original forum post for credit as well.

If you know about a secret dungeon that is not in the list above, leave a comment below so that I can update this information.

*** 10/28/2014 Update ***

The four new campaign areas that opened up today will allow for more farmable monsters.  I will update as soon as I have unlocked them all. 

Tuesday, October 7, 2014

Summoner's War: Fire Yeti

Yesterday, while battling in the arena, I discovered the Fire Yeti.  Singlehandedly that monster is an amazing force to be reckoned with, and even though I massacred the opponent's team early on, I still lost because I couldn't take out the Fire Yeti as the Arcane Tower slowly killed my team.  Assuming you are not going up against a team with buff removal, the Fire Yeti is going to stay alive.  Here is a look at the basic stats:

 
Fire Yeti
Type
HP
Rank
3
Level
1
HP
1740
ATK
114
DEF
97
 
 
SPD
100
Crit Rate
15
Crit Dmg
50
RES
15
ACC
0

Skills:
#1:  Attack with 2 punches.  Each punch has 50-70% chance to reduce attack speed for one turn.
#2: Inflict Damage proportional to your max HP and reduce the enemy's attack speed for two turns. 3 turn recharge
#3:  Awakened Skill.  Put up a shield that is 50-70% of your max HP and recover 15% HP per turn.  5-4 turn recharge.


It is a shame that the #1 skill damage does not scale with max HP as well, but then that might make this monster too powerful for a rank 2.  The #2 and #3 skills scaling with max HP still makes this monster very powerful.

Runes:

Energy: 3 sets

Rune Stats:

2: hp%
4: hp%
6: hp%

Who cares about attack power when the main strength of this monster is his massive tanking ability.  The more HP this monster has, the larger the shield he will be able to create and the more HP he will recover.  The attack speed slowing debuff this monster has also makes it easier for him to last enough turns to perform his #3 skill again. 

Monday, October 6, 2014

Summoner's War: Glory Store Building Investments

Before I go into which glory store buildings I plan on investing in, I will list out all of the possible buildings:

Per Level
Energy Capacity +1
Mana Capacity +200 per building
Mana Production Speed +5%
Energy Production Speed +3%
Arcane Tower Attack Power +1%
Monster Defense +2%
Water Monster Attack +3%
Fire Monster Attack +3%
Wind Monster Attack +3%
Light Monster Attack +3%
Dark Monster Attack +3%
All Monster Attack +2%
Monster HP +2%
Monster SPD +2%
Arcane Tower Attack Speed +2%
Monster Critical Damage +2%

Each building has 10 levels.

All of these buildings are useful, however, which ones give you "the most bang for your buck?"  This is subject to opinion, but here is what I think.

My answer is simple:  Energy.  Then Monster universal stats. 

The two buildings that increase energy capacity and energy production rate give you the best bang for your buck.  Why?  Because they allow you to play the game for longer periods of time, which is definitely a BIG plus.  Plus, with a faster energy production rate, you can go back to playing after a shorter interval away from the game.  Total win.

After the energy buildings, you need not look any further than the monster enhancement buildings.  Lets face it, the mana capacity and production buildings are of limited use because most people get their mana from dungeons and the arcane tower is only limited to PvP defense.  So here are my favorite monster enhancement buildings:

1. Monster HP
2. Monster SPD
3. Monster DEF

Monster HP is universally a good thing.  It has no drawbacks and it can help determine the difference between getting one more attack in, or getting defeated.

Monster SPD is a universal good statistic.  Attacking slightly faster means more damage to the enemy and possibly have more attack turns to turn a bad situation around.  This bonus is going to be really low since most monster's hover around a base speed of 100, so don't expect this building to be super amazing.  It just helps give you an edge.

Monster DEF is also universally a good thing building-wise.  This extra defense, although minor, does help reduce some of the damage received.  If you had the choice between this building or getting another level in the HP building, I would choose the HP building hands down.  Defense can be debuffed, and the greater your defense score, the more is subtracted in the debuff.

Monster Attack buildings don't always apply to all monsters.  There are some monsters whose sole damage is calculated by attack speed or even their max HP.  This building is situational and depends entirely on your team.

Lastly we have the monster critical damage building.  Although it is universal like HP, DEF, and SPD, it is not applied to every monster all the time like the first three.  Only monsters with high critical rates will gain the most out of this building, so if your team is centered around high criticals, then you could consider this a good investment.

So if you have already maxed out your energy and the monster HP, DEF, and SPD buildings, this is where you branch off into the other buildings.  I honestly don't foresee myself getting enough glory to be able to own all 5 buildings at max level, so I think my current plan is a good one.  If anything I have stated above is wrong, let me know in the comments below so that I can consider it and make corrections if you are able to convince me. =D

Summoner's War: Light Fairy Rune Discussion

First, lets start out by showing some monster base stats:

Light Fairy
Type Support
Rank 3*
Level 25
HP 3660
ATK 244
DEF 166
SPD 100
Crit Rate 15
Crit Dmg 50
RES 15
ACC 0

Skills:

#1: Attack and stun with 20% chance.  Up to 60% stun chance.
#2: Heal target ally.  Amount healed is based off of Attack Power.
#3: Remove all debuffs from target ally and make them invincible for 2 turns.


As we can see from the above stats and the above skills, this support character is not typical.  The heal skill is different from most other heal skills in that it is not based off of the target ally's max HP.  Instead, it is based off of the Light Fairy's own attack power.

Here is what I recommend for runes:

Energy runes, all three sets

2 - 3* atk%
4 - 3* atk%
6 - 3* atk%

While I would love to increase the spd of this healer, I believe that having a stronger heal will more than make up for the small increase in speed I could achieve.  Plus, by having more atk power, my stun attacks will also hit harder. 

I would have to say that this is one of my more favorite 3* support class monsters.

10/17/14 ADDENDUM:

Two other options that I have seen for runes are:

1 set of Swift, 1 set of Energy
2 - SPD
4 - ATK%
6 - ATK%

1 set of Fatal, 1 set of Energy
2 - ATK %
4 - ATK %
6 -  HP %

I personally like the swift runes as that allows me to apply invulnerability more often.  The only time that it sucks is when I need the invuln for my light fairy, and because she is so fast she burns through the protection before any real damage hits her. =/

Friday, October 3, 2014

Guild Wars 2: My Engineer Skill Builds

The Engineer is a very versatile class and, when I was still playing, was a very undervalued class due to it not really specializing in any one particular field.  Min/Maxers found that irritating and so this class is pretty much ignored, sadly.


My Excellent Tanky Healer Bomber - Jumping Puzzle Variation:
Explosives 30: III, VII, VIII
Inventions 30: V, VIII, XI
Tools 10: VI
 
Cleric's Gear, (Healing-Power-Toughness) Rifle


Healing Turret, Bomb Kit, Rocket Boots, Thrown Mine, Supply Crate

My Excellent Tanky Healer Bomber - PvE Roaming Variation:
Explosives 30: III, VII, VIII
Inventions 30: V, VIII, XI
Tools 10: VI
 
Cleric's Gear, (Healing-Power-Toughness) Pistol/Shield
                                                                     Force/Renewal
6x Runes of Altruism


Healing Turret, Bomb Kit, Rocket Boots, Thrown Mine, Supply Crate

Flamethrower:
Explosives 10: V
Arms 30: III, VIII, XII
Alchemy 30: I, VII, IX

Rabid (Cond Dmg, Prevision, Toughness) - Rifle
6x Rune of Undead? Sigil of Earth?

Healing Turret, Flamethrower, Rocket Boots, Tool Kit, Supply Crate


Static Discharge:
Firearms 30: III, IX, IV
Alchemy 10: I
Tools 30: II, VI, VIII

Berserker (Power, Precision, Crit Dmg) - Rifle
6x Rune of Scholar

Med Pack, Utilities Goggles, Tool kit, Rifle Turret, Supply Crate

Guild Wars 2: Known Armor Stat Combinations (may be out of date slightly)

This was a list I compiled when I used to play this game.  It is highly useful when theory crafting up a build as it is useful to know which primary, secondary, and tertiary stats can be found in gear.


Name Primary Secondary Tertiary Dungeons in WvW
Carrion Cond Dmg Power Vitality SE, COF X
Rabid Cond Dmg Precision Toughness CM, HOTW, TA, ARAH X
Cleric Healing Power Toughness   X
Berserker Power Precision Crit Dmg COF, COE, ARAH X
Valkyrie Power Vitality Crit Dmg    
Soldier Power Toughness Vitality AC, SE, HOTW X
Rampager Precision Power Cond Dmg AC, TA, CM, COF, COE  
Knight Toughness Power Precision SE, ARAH X
Cavalier's Toughness Power Crit Dmg    
Settler's Toughness Cond Dmg Healing    
Giver's (Armor) Toughness Boon Dur Healing    
Sentinel's Vitality Toughness Power    
Shamen's Vitality Cond Dmg Healing CM  
Winter Boon Dur Healing Magic Find    
Giver's (Weapon) Cond Dmg Precision Vitality    
Magi Healing Precision Vitality AC, TA, HOTW  
Apothecary Healing Toughness Cond Dmg    
Celestial          
Dire Cond Dmg Toughness Vitality COE  
Assassin's Precision Power Crit Dmg    

Kingdom of Amalur: Reckoning: Gem Recipes

Gem Recipes:

+2 HP regen - Utility Gem
-- Physical and Protection

+2 Mana Regen - Utility Gem
-- Magic and Fire/Ice/Lightning

+15% chance to Steal 25 HP per hit - Weapon Gem
-- Physical and Magic

+15% chance to steal 25 mana per hit - Weapon Gem
-- Magic and Magic


Thursday, October 2, 2014

Summoner's War: Rune + Vs +% Comparison

Below is a simple table of runes and their value after being upgraded to +6, which is a generic starting point that I bring all of my runes to

HP
HP%
ATK
ATK%
DEF
DEF%
Crit Rate
3*
550
16%
37
16%
37
16%
15%
2*
430
8%
29
8%
29
8%
8%

Now let us get into the reasons why I created the table above.  The answer is simple.  I want to maximize the effect of the runes I place in slots 2,4, and 6.  Crit rate does not need to be compared, but I added it to the table while I was collecting information because I wanted to know if it was a worthwhile investment for rune #4 (Totally is and it should be used when having at least one Blade rune set).

Since hard mode is the best I can achieve at the moment,  3* is the best I can hope to achieve through farming, unless I get lucky in the giant dungeon, but that is another story.

Now let us get into the actual discussion, shall we?

Do I use HP or HP%?:

This question is figured out by a simple formula.  If you divide the HP rune amount by the decimal value of the HP% rune amount, then you will find out the base HP the monster must have in order for both runes to have the same effect.  This means you will now know the threshold between when one rune is better than the other.  Let's look at the math

3* HP rune = 550
3* HP% rune = 16% = 0.16 in decimal
2* HP% rune = 8% = 0.08 in decimal

550 / 0.16 = 3437.5 HP

Any monster with over 3438 BASE HP will benefit more from the HP% rune.

3* HP rune vs 3* HP% rune = 3437.5 HP

3* HP rune vs 2* HP% rune = 6875 HP

2* HP rune vs 2* HP% rune = 5375 HP

Do I use ATK or ATK%?: (also applies to DEF)

We can use the same formula from the HP section, so let's get to it!

3* + rune vs 3* % rune = 231.25

3* + rune vs 2* % rune = 462.5

2* + rune vs 2* % rune = 362.5

Overall Comparison:

In early game, you can safely sell all % runes for base stats.  Even when they are upgraded to +6, they still fall short of the benefit that can be achieved by a regular + rune.

Wednesday, October 1, 2014

Clash of Clans: Base Design



I used excel to make these base designs, an interesting use to that software I know.  I am sure that there is a far better program to use, but I just so happen to be good in excel and it was just "lying" around.

First, the base design I use for my level 6 Town Hall:

CoC Base Design for a level 6 Town Hall
Next, the base design I use for my level 7 Town Hall:

CoC Base Design for a level 7 Town Hall
I didn't want to have to specify a color for every single type of trap, so use your imagination for which traps are used there.


Below is my base design that I use for my current base level 8 town hall.

CoC Base Design for a level 8 Town Hall

Here is my base design for when I get a level 9 Town Hall.  Nothing wrong with planning ahead I say!

CoC Base Design for a level 9 Town Hall

Here is what my design is created from.  Thanks to the person who posted their base online!



Also note that in the lvl 9 base hall above that some builder huts are used in the blank spots where the giant bombs are so that people cannot spawn their mobs insides my base walls.

Currently I have three accounts, all at different levels of town hall.  They are:

Nosfero (main account lvl 9)
-Nosfero- (secondary lvl 8)
=Nosfero= (tertiary lvl 8)

Feel free to send me a message or leave a comment below on my design or if you have any questions! =)