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Clash of Clans (Official thread) (3 Viewers)

So just a heads up that my GoWi attacks are underleveled.

Wiz5

Pekka3

Golem4

Freeze2

So I'll do my best to execute and such, but future wars may be best to have me dipping lower for success. In the interest of helping the clan, when my Poison upgrade completes in lab, which elixir upgrade should I head for next? Was planning on Freeze, but thinking Pekka may make more sense if we're going to a GoWiPe strat
I'm not that high, but I think wiz to 6 would be huge. Those guys mow #### down.
 
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So just a heads up that my GoWi attacks are underleveled.

Wiz5

Pekka3

Golem4

Freeze2

So I'll do my best to execute and such, but future wars may be best to have me dipping lower for success. In the interest of helping the clan, when my Poison upgrade completes in lab, which elixir upgrade should I head for next? Was planning on Freeze, but thinking Pekka may make more sense if we're going to a GoWiPe strat
I'm not that high, but I think wiz to 6 would be huge. Those guys mow #### down.
I agree with Culd that Pekkas aren't all that useful for TH10 attacks. I'd upgrade your golems, wiz, and freeze, in that order, if you are going to start using gowoppy.

 
Pekkas also took the biggest hit of any one troop this update. They no longer one shot several buildings they used to

 
Pekkas also took the biggest hit of any one troop this update. They no longer one shot several buildings they used to
Yup

Killed my GoWipe

Normally I can GoWipe a TH10 like that for 2 stars with no issue.

I've never taken furs before and it threw me off. I forgot the whole point of them was to drop them before the wiz enter.

That was a cake 2 star if I just remember that one stupid detail.

Sorry my debut sucked.

 
Instinctive said:
So just a heads up that my GoWi attacks are underleveled.

Wiz5

Pekka3

Golem4

Freeze2
I would do freeze to 4 first. Cheap and fast compared to others. I think it's 7 days to 3 and 10 days to 4.

Then you can pick between freeze and golem.

 
Pekkas also took the biggest hit of any one troop this update. They no longer one shot several buildings they used to
Wait, what?
I have been waiting for soeone to make a nice table on this but the extra HP on the buildings was seemingly designed with two objectives, one to make barching harder, and two to make pekkas no longer one shot certain buildings at the typical combinations. Whether one was designed with the other in mind isn't clear.

But, of all the changes in the update for war the single biggest nerf was pekkas, for farming archers took the biggest hit. I don't think that's a particularly controversial statement either. pekkas also didn't really stand to gain so much from any of the new spells.

I think the 5x20 spam fests will continue. You might mix in 1 pekka in the 5 on certain bases, but for the most part the 5 is going to be 5 golems for the forseeable future.

 
Pekkas also took the biggest hit of any one troop this update. They no longer one shot several buildings they used to
YupKilled my GoWipe

Normally I can GoWipe a TH10 like that for 2 stars with no issue.

I've never taken furs before and it threw me off. I forgot the whole point of them was to drop them before the wiz enter.

That was a cake 2 star if I just remember that one stupid detail.

Sorry my debut sucked.
I wouldn't worry about it. So, you had a bad raid.

 
Yea GoWipe sucks. We've only been slaughtered by the past few clans that run them constantly against us.

The sad part is that the only successful two stars vs th10's this war have been Gowipes. Would be nice if everyone gave it a chance and just ran them. 3-4 golems, 2 Pekkas, rest wiz/wb/arch

1 jump, 1 rage, 3 freeze, 1 poison has worked well for me lately in champs.

It's a layup two star for any low/mid tier th10. Max th10's take some heavy heroes.

 
Last edited by a moderator:
Instinctive said:
So just a heads up that my GoWi attacks are underleveled.

Wiz5

Pekka3

Golem4

Freeze2

So I'll do my best to execute and such, but future wars may be best to have me dipping lower for success. In the interest of helping the clan, when my Poison upgrade completes in lab, which elixir upgrade should I head for next? Was planning on Freeze, but thinking Pekka may make more sense if we're going to a GoWiPe strat
Freeze to max always IMO. It's needed for both air and ground attacks.

 
Pekkas also took the biggest hit of any one troop this update. They no longer one shot several buildings they used to
YupKilled my GoWipe

Normally I can GoWipe a TH10 like that for 2 stars with no issue.

I've never taken furs before and it threw me off. I forgot the whole point of them was to drop them before the wiz enter.

That was a cake 2 star if I just remember that one stupid detail.

Sorry my debut sucked.
I wouldn't worry about it. So, you had a bad raid.
I see what you did there. Nice.

 
Yea GoWipe sucks. We've only been slaughtered by the past few clans that run them constantly against us.

The sad part is that the only successful two stars vs th10's this war have been Gowipes. Would be nice if everyone gave it a chance and just ran them. 3-4 golems, 2 Pekkas, rest wiz/wb/arch

1 jump, 1 rage, 3 freeze, 1 poison has worked well for me lately in champs.

It's a layup two star for any low/mid tier th10. Max th10's take some heavy heroes.
ive been rolling with

4 golems

2 pekkas

14 wiz

4-6 wb

CC FURS

thinking of trading a pekka for 2 witch + 1 archer. will try next war and report back

 
MrVegas21 said:
Here is a guide the master farmer Ash put together about the new Earthquake spell:

http://forum.supercell.net/showthread.php/733570-Quick-Guide-on-the-Fundamentals-of-the-Earthquake-Spell

These 2 points make this spell sound pretty useful:

3. Regardless of the level, 4 Earthquake Spells will take out any level wall. And no less than that will break any walls. Must use exactly 4 of any level Earthquake Spells to remove walls. Four level 1 Earthquake Spells are able remove level 11 walls, same as level 4 walls.

4. The Earthquake Spell has a 3.5 tile radius, and can knock out 8 tiles of walls. Why 8? Because half a tile is rounded to one, thus 3.5 radius would be rounded to 4 and so the diameter length would be 8. However, this requires very good placement of the Earthquake Spell. Sometimes you will only be able to knock out 7 tiles of walls.

Diagonally, it can knock out 5 diagonally placed walls.
Video from guide:

https://youtu.be/LF5q1w8-gHg
So I was thinking more about this last night. There must be a significant component of the quake dmg calc beyond the percentage listed in the description.

I did exactly one experiment with quake before putting the DSF under construction again. I can attest that a fourth L1 quake will topple a lego (L9) wall.

Here's what the damage and HP remaining would look like after each quake, if the dmg was strictly percentage:

quake hp %dmg dmg end hp1 4000 0.24 960 30402 3040 0.24 730 23103 2310 0.24 554 17564 1756 0.24 421 1335But the 4th quake destroys the wall, meaning it did 1756 damage. The fourth does more damage than the first two spells combined, and more than four times what is calculated.It doesn't add up; there's more to this than they are letting us know.

 
Last edited by a moderator:
quake hp %dmg dmg end hp1 4000 0.24 960 30402 3040 0.24 730 23103 2310 0.24 554 17564 1756 0.24 421 1335But the 4th quake destroys the wall, meaning it did 1756 damage. The fourth does more damage than the first two spells combined, and more than four times what is calculated.It doesn't add up; there's more to this than they are letting us know.
To keep with the % theme with quake, maybe they judge whether a building/wall is close enough to be destroyed by a quake if it has sustained a certain % damage?

 
So I was thinking more about this last night. There must be a significant component of the quake dmg calc beyond the percentage listed in the description.

I did exactly one experiment with quake before putting the DSF under construction again. I can attest that a fourth L1 quake will topple a lego (L9) wall.

Here's what the damage and HP remaining would look like after each quake, if the dmg was strictly percentage:

quake hp %dmg dmg end hp1 4000 0.24 960 30402 3040 0.24 730 23103 2310 0.24 554 17564 1756 0.24 421 1335But the 4th quake destroys the wall, meaning it did 1756 damage. The fourth does more damage than the first two spells combined, and more than four times what is calculated.It doesn't add up; there's more to this than they are letting us know.
Seems to me it is just rounded up to 25% and not 25% of remaining value but 25% of original

 
So I was thinking more about this last night. There must be a significant component of the quake dmg calc beyond the percentage listed in the description.

I did exactly one experiment with quake before putting the DSF under construction again. I can attest that a fourth L1 quake will topple a lego (L9) wall.

Here's what the damage and HP remaining would look like after each quake, if the dmg was strictly percentage:

quake hp %dmg dmg end hp1 4000 0.24 960 30402 3040 0.24 730 23103 2310 0.24 554 17564 1756 0.24 421 1335But the 4th quake destroys the wall, meaning it did 1756 damage. The fourth does more damage than the first two spells combined, and more than four times what is calculated.It doesn't add up; there's more to this than they are letting us know.
Seems to me it is just rounded up to 25% and not 25% of remaining value but 25% of original
Maybe this is it. Did you check the remaining hitpoints of the walls after each quake drop?

 
We should be able to do a fifty person all war clan and then another clan with opt outs or people upgrading heroes. Then maybe even another, yes I'll say it, farming clan.

If there interest, let's get a serious count going.
We need to see if people are willing to group up like that.

Proposed Clan System

  • Clan A: Nonstop Warring (queue up as soon as last war ends) / No Opt Out
  • Clan B: Occasional Wars / Opting Out OK
  • Clan C: Occasional Wars / Opting Out OK / PG Clan Chat
As part of the proposal, the clan with the most members wanting nonstop warring will become the clan with nonstop warring. The clan with the most members wanting occasional wars will become the clan with occasional wars. The clan with the most members wanting occasional wars with PG clan chat will become the clan with occasional wars with PG clan chat.

Yes

  1. Aidan (war) - FBG3
  2. lkjhgffdsa (war) - FBG3
  3. mr amazing (war) - FBG3
  4. Cliff (war) - FBG4
  5. Cliff Jr (war) - FBG4
  6. ham and cheese (war) - FBG3
  7. czar nikolai (war) - FBG4
  8. c-jay (war) - FBG
  9. Jayrod (war) - FBG
  10. BuckOff (war) - FBG4
  11. uhm (war) - FBG
  12. jester (war) - FBG3
  13. stampede (war) - FBG3
  14. toast (war) - FBG3
  15. jordan (war) - FBG
No

Here are all of the current FBG clan members. If your name is below, please let us know if the proposal is okay with you. Just reply with your clan name (along with which clan you're in) and a yes or a no.

fbgs

Jason

Acer

VA703

:Smackdown:

d0cjc

smliteguy

culdeus

Darth Maul

Shoot_Me_Now

Channingtennis

tamtam

The Fudd Man

instinctive

hhh

Warsteinner

g1210

:[Odin33]:

Jason

jonathan

Indestructible

julio jones

PlasmaDogPlasma

yankass

speedwad

Scott

Jert

Lowmax11

matt

R Squared

PrincessButrcup

Zubayr

MixedUpPup

AZ The Great

Yoga Pants

Zzang

BBdrummer

SkyRattlers

Craiggebz

ramsay bolton

PM Shuke

Tha Dogg Pound

FBG2:ElecBoog

cardtrader

someguy2012

Boadicea

Bogart

buttworms

FBG3: *Honda*

Moroder

Clandescence

scuttlepc12

Butkus
Jnox3

rrn30

Squirrel Legion

TripItUp

norville

Mercury

gaspumper

Puncher

Ace

rascal

FBG The Ref

derek245583

Studlee

SofaKings

Muttley

Irish Assassins

cavalier

lkjhgffdsa

WipperSnapper

ClearHotDogPuke

Prama03

Astyanax

TJ Loopie

mr amazing

Chois Reu

beelz

kanil

ooooooooooo

Penguin

Kitten

Titan Fish

Thagg

aidan

b-penguin

ryan

bananafish

Bloo67

adelop

The Animator

Luke2

Zero

Kevvyd();

FBG4:SeriousBus

adam
skinny
Big Red
Black Box
Mon$taR
gentans
with stupid
EYLive
Alan
Dozer
.:Bob Loblaw:.
money
Scotticus
Nugback
dude
GroveD
Ignoramus2
crabtree
Harry Manback
Atlas
PatsWillWin
Ignoramus
SameAsDay1
GregR
papogunn
witz
Shawnkytonk
GregR2
D-Day
WDCOCROB
igbomb
PointToTheShirt
GuamH
Myk's Brother?
beelz2
dog luvr
AJ
charlemagne
eric
ALAN
It's almost Friday. Can we get an update to this? Have the leaders decided what we are doing or is this dead until next week?

 
We should be able to do a fifty person all war clan and then another clan with opt outs or people upgrading heroes. Then maybe even another, yes I'll say it, farming clan.

If there interest, let's get a serious count going.
We need to see if people are willing to group up like that.

Proposed Clan System

  • Clan A: Nonstop Warring (queue up as soon as last war ends) / No Opt Out
  • Clan B: Occasional Wars / Opting Out OK
  • Clan C: Occasional Wars / Opting Out OK / PG Clan Chat
As part of the proposal, the clan with the most members wanting nonstop warring will become the clan with nonstop warring. The clan with the most members wanting occasional wars will become the clan with occasional wars. The clan with the most members wanting occasional wars with PG clan chat will become the clan with occasional wars with PG clan chat.

Yes

  1. Aidan (war) - FBG3
  2. lkjhgffdsa (war) - FBG3
  3. mr amazing (war) - FBG3
  4. Cliff (war) - FBG4
  5. Cliff Jr (war) - FBG4
  6. ham and cheese (war) - FBG3
  7. czar nikolai (war) - FBG4
  8. c-jay (war) - FBG
  9. Jayrod (war) - FBG
  10. BuckOff (war) - FBG4
  11. uhm (war) - FBG
  12. jester (war) - FBG3
  13. stampede (war) - FBG3
  14. toast (war) - FBG3
  15. jordan (war) - FBG
No

Here are all of the current FBG clan members. If your name is below, please let us know if the proposal is okay with you. Just reply with your clan name (along with which clan you're in) and a yes or a no.

fbgs

Jason

Acer

VA703

:Smackdown:

d0cjc

smliteguy

culdeus

Darth Maul

Shoot_Me_Now

Channingtennis

tamtam

The Fudd Man

instinctive

hhh

Warsteinner

g1210

:[Odin33]:

Jason

jonathan

Indestructible

julio jones

PlasmaDogPlasma

yankass

speedwad

Scott

Jert

Lowmax11

matt

R Squared

PrincessButrcup

Zubayr

MixedUpPup

AZ The Great

Yoga Pants

Zzang

BBdrummer

SkyRattlers

Craiggebz

ramsay bolton

PM Shuke

Tha Dogg Pound

FBG2:ElecBoog

cardtrader

someguy2012

Boadicea

Bogart

buttworms

FBG3: *Honda*

Moroder

Clandescence

scuttlepc12

Butkus
Jnox3

rrn30

Squirrel Legion

TripItUp

norville

Mercury

gaspumper

Puncher

Ace

rascal

FBG The Ref

derek245583

Studlee

SofaKings

Muttley

Irish Assassins

cavalier

lkjhgffdsa

WipperSnapper

ClearHotDogPuke

Prama03

Astyanax

TJ Loopie

mr amazing

Chois Reu

beelz

kanil

ooooooooooo

Penguin

Kitten

Titan Fish

Thagg

aidan

b-penguin

ryan

bananafish

Bloo67

adelop

The Animator

Luke2

Zero

Kevvyd();

FBG4:SeriousBus

adam
skinny
Big Red
Black Box
Mon$taR
gentans
with stupid
EYLive
Alan
Dozer
.:Bob Loblaw:.
money
Scotticus
Nugback
dude
GroveD
Ignoramus2
crabtree
Harry Manback
Atlas
PatsWillWin
Ignoramus
SameAsDay1
GregR
papogunn
witz
Shawnkytonk
GregR2
D-Day
WDCOCROB
igbomb
PointToTheShirt
GuamH
Myk's Brother?
beelz2
dog luvr
AJ
charlemagne
eric
ALAN
It's almost Friday. Can we get an update to this? Have the leaders decided what we are doing or is this dead until next week?
I used to be on Honda but left once they went serious. If there's a opt out, or famer clan, I'd join back up.

 
So I was thinking more about this last night. There must be a significant component of the quake dmg calc beyond the percentage listed in the description.

I did exactly one experiment with quake before putting the DSF under construction again. I can attest that a fourth L1 quake will topple a lego (L9) wall.

Here's what the damage and HP remaining would look like after each quake, if the dmg was strictly percentage:

quake hp %dmg dmg end hp1 4000 0.24 960 30402 3040 0.24 730 23103 2310 0.24 554 17564 1756 0.24 421 1335But the 4th quake destroys the wall, meaning it did 1756 damage. The fourth does more damage than the first two spells combined, and more than four times what is calculated.It doesn't add up; there's more to this than they are letting us know.
Seems to me it is just rounded up to 25% and not 25% of remaining value but 25% of original
Maybe this is it. Did you check the remaining hitpoints of the walls after each quake drop?
The replay is gone as this occurred on Saturday. But all the guides I have seen (including Ash's guide posted above by Jason) indicate that the dmg is based off of current HP rather than initial HP. I suppose they could all be wrong. But the implication then is that you can simply auto-star ANY base by dropping 10 quakes on the TH (L3 or L4 spells).

 
Morodor for the builngs you are correct, it's a percentage of remaining health.

Looks like walls fall under a different set of rules for it.

 
Morodor for the builngs you are correct, it's a percentage of remaining health.

Looks like walls fall under a different set of rules for it.
They have said at some point the damage rounds down to 0 if it's low enough. So once you get past that point it's a dead wall.

 
MrVegas21 said:
Here is a guide the master farmer Ash put together about the new Earthquake spell:

http://forum.supercell.net/showthread.php/733570-Quick-Guide-on-the-Fundamentals-of-the-Earthquake-Spell

These 2 points make this spell sound pretty useful:

3. Regardless of the level, 4 Earthquake Spells will take out any level wall. And no less than that will break any walls. Must use exactly 4 of any level Earthquake Spells to remove walls. Four level 1 Earthquake Spells are able remove level 11 walls, same as level 4 walls.

4. The Earthquake Spell has a 3.5 tile radius, and can knock out 8 tiles of walls. Why 8? Because half a tile is rounded to one, thus 3.5 radius would be rounded to 4 and so the diameter length would be 8. However, this requires very good placement of the Earthquake Spell. Sometimes you will only be able to knock out 7 tiles of walls.

Diagonally, it can knock out 5 diagonally placed walls.
Video from guide:

https://youtu.be/LF5q1w8-gHg
So I was thinking more about this last night. There must be a significant component of the quake dmg calc beyond the percentage listed in the description.

I did exactly one experiment with quake before putting the DSF under construction again. I can attest that a fourth L1 quake will topple a lego (L9) wall.

Here's what the damage and HP remaining would look like after each quake, if the dmg was strictly percentage:

quake hp %dmg dmg end hp1 4000 0.24 960 30402 3040 0.24 730 23103 2310 0.24 554 17564 1756 0.24 421 1335But the 4th quake destroys the wall, meaning it did 1756 damage. The fourth does more damage than the first two spells combined, and more than four times what is calculated.It doesn't add up; there's more to this than they are letting us know.
1335/4000 is just shy of .333333

Maybe it rounds down to 0 once it passes 1/3 remaining health.

 
MrVegas21 said:
Here is a guide the master farmer Ash put together about the new Earthquake spell:

http://forum.supercell.net/showthread.php/733570-Quick-Guide-on-the-Fundamentals-of-the-Earthquake-Spell

These 2 points make this spell sound pretty useful:

3. Regardless of the level, 4 Earthquake Spells will take out any level wall. And no less than that will break any walls. Must use exactly 4 of any level Earthquake Spells to remove walls. Four level 1 Earthquake Spells are able remove level 11 walls, same as level 4 walls.

4. The Earthquake Spell has a 3.5 tile radius, and can knock out 8 tiles of walls. Why 8? Because half a tile is rounded to one, thus 3.5 radius would be rounded to 4 and so the diameter length would be 8. However, this requires very good placement of the Earthquake Spell. Sometimes you will only be able to knock out 7 tiles of walls.

Diagonally, it can knock out 5 diagonally placed walls.
Video from guide:

https://youtu.be/LF5q1w8-gHg
So I was thinking more about this last night. There must be a significant component of the quake dmg calc beyond the percentage listed in the description.

I did exactly one experiment with quake before putting the DSF under construction again. I can attest that a fourth L1 quake will topple a lego (L9) wall.

Here's what the damage and HP remaining would look like after each quake, if the dmg was strictly percentage:

quake hp %dmg dmg end hp1 4000 0.24 960 30402 3040 0.24 730 23103 2310 0.24 554 17564 1756 0.24 421 1335But the 4th quake destroys the wall, meaning it did 1756 damage. The fourth does more damage than the first two spells combined, and more than four times what is calculated.It doesn't add up; there's more to this than they are letting us know.
1335/4000 is just shy of .333333

Maybe it rounds down to 0 once it passes 1/3 remaining health.
What makes this difficult to reconcile is that Ash states it also takes four level 4 quakes to topple the same wall.

The second L4 quake should theoretically take a wall to 27% original HP.

Yet it still takes two more L4 spells to drop it.

 
The question is whether there is a reason to go past Poison2 (FWIW Poison2 is good enough to kill a loon so do it, plus cheap and like 4 days) or Quake1 for any reason.

Haste is gonna be damn spendy by the time it's maxed.

 
MrVegas21 said:
Here is a guide the master farmer Ash put together about the new Earthquake spell:

http://forum.supercell.net/showthread.php/733570-Quick-Guide-on-the-Fundamentals-of-the-Earthquake-Spell

These 2 points make this spell sound pretty useful:

3. Regardless of the level, 4 Earthquake Spells will take out any level wall. And no less than that will break any walls. Must use exactly 4 of any level Earthquake Spells to remove walls. Four level 1 Earthquake Spells are able remove level 11 walls, same as level 4 walls.

4. The Earthquake Spell has a 3.5 tile radius, and can knock out 8 tiles of walls. Why 8? Because half a tile is rounded to one, thus 3.5 radius would be rounded to 4 and so the diameter length would be 8. However, this requires very good placement of the Earthquake Spell. Sometimes you will only be able to knock out 7 tiles of walls.

Diagonally, it can knock out 5 diagonally placed walls.
Video from guide:

https://youtu.be/LF5q1w8-gHg
So I was thinking more about this last night. There must be a significant component of the quake dmg calc beyond the percentage listed in the description.

I did exactly one experiment with quake before putting the DSF under construction again. I can attest that a fourth L1 quake will topple a lego (L9) wall.

Here's what the damage and HP remaining would look like after each quake, if the dmg was strictly percentage:

quake hp %dmg dmg end hp1 4000 0.24 960 30402 3040 0.24 730 23103 2310 0.24 554 17564 1756 0.24 421 1335But the 4th quake destroys the wall, meaning it did 1756 damage. The fourth does more damage than the first two spells combined, and more than four times what is calculated.It doesn't add up; there's more to this than they are letting us know.
1335/4000 is just shy of .333333

Maybe it rounds down to 0 once it passes 1/3 remaining health.
What makes this difficult to reconcile is that Ash states it also takes four level 4 quakes to topple the same wall.

The second L4 quake should theoretically take a wall to 27% original HP.

Yet it still takes two more L4 spells to drop it.
Probably not only the damage is x4 but the round down % must be higher for walls.

 
The question is whether there is a reason to go past Poison2 (FWIW Poison2 is good enough to kill a loon so do it, plus cheap and like 4 days) or Quake1 for any reason.

Haste is gonna be damn spendy by the time it's maxed.
Exactly. I may be coming across as pedantic about quake, but I assume there must be some exploitable advantage to upgrading it. We could better leverage that advantage if we figure it out before the masses.

Right now it seems silly to move it past L1 unless you have maxed everything else.

 
MrVegas21 said:
Here is a guide the master farmer Ash put together about the new Earthquake spell:

http://forum.supercell.net/showthread.php/733570-Quick-Guide-on-the-Fundamentals-of-the-Earthquake-Spell

These 2 points make this spell sound pretty useful:

3. Regardless of the level, 4 Earthquake Spells will take out any level wall. And no less than that will break any walls. Must use exactly 4 of any level Earthquake Spells to remove walls. Four level 1 Earthquake Spells are able remove level 11 walls, same as level 4 walls.

4. The Earthquake Spell has a 3.5 tile radius, and can knock out 8 tiles of walls. Why 8? Because half a tile is rounded to one, thus 3.5 radius would be rounded to 4 and so the diameter length would be 8. However, this requires very good placement of the Earthquake Spell. Sometimes you will only be able to knock out 7 tiles of walls.

Diagonally, it can knock out 5 diagonally placed walls.
Video from guide:

https://youtu.be/LF5q1w8-gHg
So I was thinking more about this last night. There must be a significant component of the quake dmg calc beyond the percentage listed in the description.

I did exactly one experiment with quake before putting the DSF under construction again. I can attest that a fourth L1 quake will topple a lego (L9) wall.

Here's what the damage and HP remaining would look like after each quake, if the dmg was strictly percentage:

quake hp %dmg dmg end hp1 4000 0.24 960 30402 3040 0.24 730 23103 2310 0.24 554 17564 1756 0.24 421 1335But the 4th quake destroys the wall, meaning it did 1756 damage. The fourth does more damage than the first two spells combined, and more than four times what is calculated.It doesn't add up; there's more to this than they are letting us know.
1335/4000 is just shy of .333333

Maybe it rounds down to 0 once it passes 1/3 remaining health.
What makes this difficult to reconcile is that Ash states it also takes four level 4 quakes to topple the same wall.

The second L4 quake should theoretically take a wall to 27% original HP.

Yet it still takes two more L4 spells to drop it.
Probably not only the damage is x4 but the round down % must be higher for walls.
The question is, why wouldn't two L4 quakes accomplish what four L1 quakes do? A wall would have lower % initial HP after two L4 quakes than it would four L1 quakes.

Maybe there is a constant in the equation - e.g., 50 hp + 6%

 
The question is whether there is a reason to go past Poison2 (FWIW Poison2 is good enough to kill a loon so do it, plus cheap and like 4 days) or Quake1 for any reason.

Haste is gonna be damn spendy by the time it's maxed.
Exactly. I may be coming across as pedantic about quake, but I assume there must be some exploitable advantage to upgrading it. We could better leverage that advantage if we figure it out before the masses.

Right now it seems silly to move it past L1 unless you have maxed everything else.
Well haste is the gamechanger this update for sure. And very few of us have it even unlocked yet, let alone leveled up.

Already videos out there of TH9 just face rolling TH9 with maxed out hastes.

I'm really struggling right now to get any sort of offense going down a queen. I'm only about 2 weeks away from putting her on ice at AQ30 and working on the BK for a bit, and with little in the way of a hurry as priority will be DE for haste.

 
We should be able to do a fifty person all war clan and then another clan with opt outs or people upgrading heroes. Then maybe even another, yes I'll say it, farming clan.

If there interest, let's get a serious count going.
We need to see if people are willing to group up like that.

Proposed Clan System

  • Clan A: Nonstop Warring (queue up as soon as last war ends) / No Opt Out
  • Clan B: Occasional Wars / Opting Out OK
  • Clan C: Occasional Wars / Opting Out OK / PG Clan Chat
As part of the proposal, the clan with the most members wanting nonstop warring will become the clan with nonstop warring. The clan with the most members wanting occasional wars will become the clan with occasional wars. The clan with the most members wanting occasional wars with PG clan chat will become the clan with occasional wars with PG clan chat.

s
It's almost Friday. Can we get an update to this? Have the leaders decided what we are doing or is this dead until next week?
I used to be on Honda but left once they went serious. If there's a opt out, or famer clan, I'd join back up.
FBGS isn't quite full but getting close at this point.

While I don't think it's going to make a giant difference given our struggles lately we probably have to consider going to 45 person wars shortly.

Staying at 50 seems to me to be something that would be hard to accomplish unless we had 50 non alts and let the alts sit in global or some other fbg clan opted out for an emergency add.

I will be opting out as of next wednesday for the following 7 wars so there will be room for 2 at the inn during that time.

 
We should be able to do a fifty person all war clan and then another clan with opt outs or people upgrading heroes. Then maybe even another, yes I'll say it, farming clan.

If there interest, let's get a serious count going.
We need to see if people are willing to group up like that.

Proposed Clan System

  • Clan A: Nonstop Warring (queue up as soon as last war ends) / No Opt Out
  • Clan B: Occasional Wars / Opting Out OK
  • Clan C: Occasional Wars / Opting Out OK / PG Clan Chat
As part of the proposal, the clan with the most members wanting nonstop warring will become the clan with nonstop warring. The clan with the most members wanting occasional wars will become the clan with occasional wars. The clan with the most members wanting occasional wars with PG clan chat will become the clan with occasional wars with PG clan chat.

Yes

  1. Aidan (war) - FBG3
  2. lkjhgffdsa (war) - FBG3
  3. mr amazing (war) - FBG3
  4. Cliff (war) - FBG4
  5. Cliff Jr (war) - FBG4
  6. ham and cheese (war) - FBG3
  7. czar nikolai (war) - FBG4
  8. c-jay (war) - FBG
  9. Jayrod (war) - FBG
  10. BuckOff (war) - FBG4
  11. uhm (war) - FBG
  12. jester (war) - FBG3
  13. stampede (war) - FBG3
  14. toast (war) - FBG3
  15. jordan (war) - FBG
No

It's almost Friday. Can we get an update to this? Have the leaders decided what we are doing or is this dead until next week?
I had family in for the weekend and am now woefully behind with work, so I'm probably not going to take the time to update it anytime soon.

It was looking to me that it would be impossible to get 50-person wars going. I'm fine in Honda if we can have the occasional 40v40 and 35v35 being the norm. If we start struggling again to get 30 opting in, I'd revisit.

 
you have to wonder if having a centered clan castle is actually even required anymore. If you set it where it's an easy lure and have something like a hound in there, that would be ####### annoying as hell and probably better than a centered drag/skull combo

 
you have to wonder if having a centered clan castle is actually even required anymore. If you set it where it's an easy lure and have something like a hound in there, that would be ####### annoying as hell and probably better than a centered drag/skull combo
On a side note, why are you set up to be an easy two star? They had their 19 come up and get you. I think I'd have a reasonable shot at two on you as a th9. Just curious as to your reasoning is all.

 
you have to wonder if having a centered clan castle is actually even required anymore. If you set it where it's an easy lure and have something like a hound in there, that would be ####### annoying as hell and probably better than a centered drag/skull combo
On a side note, why are you set up to be an easy two star? They had their 19 come up and get you. I think I'd have a reasonable shot at two on you as a th9.Just curious as to your reasoning is all.
All bases are easy two stars. I would hope anyone could 2 star my base. I am setup to stop the 3. If someone gets me 2 starred in one attempt so be it. Making it harder to 2 star as a TH9 makes it easier to 3 star.

 
you have to wonder if having a centered clan castle is actually even required anymore. If you set it where it's an easy lure and have something like a hound in there, that would be ####### annoying as hell and probably better than a centered drag/skull combo
On a side note, why are you set up to be an easy two star? They had their 19 come up and get you. I think I'd have a reasonable shot at two on you as a th9.Just curious as to your reasoning is all.
All bases are easy two stars. I would hope anyone could 2 star my base. I am setup to stop the 3. If someone gets me 2 starred in one attempt so be it. Making it harder to 2 star as a TH9 makes it easier to 3 star.
Our lack of 2 would suggest otherwise. I've been thinking of going to a centered TH approach as we are facing gowoppy clans that are happy with 2.

 
you have to wonder if having a centered clan castle is actually even required anymore. If you set it where it's an easy lure and have something like a hound in there, that would be ####### annoying as hell and probably better than a centered drag/skull combo
On a side note, why are you set up to be an easy two star? They had their 19 come up and get you. I think I'd have a reasonable shot at two on you as a th9.Just curious as to your reasoning is all.
All bases are easy two stars. I would hope anyone could 2 star my base. I am setup to stop the 3. If someone gets me 2 starred in one attempt so be it. Making it harder to 2 star as a TH9 makes it easier to 3 star.
Our lack of 2 would suggest otherwise. I've been thinking of going to a centered TH approach as we are facing gowoppy clans that are happy with 2.
Well this is a core philosophy thing. First, I also don't really see myself as a TH10 from the perspective of defense. If a clan has trouble getting 2 stars on a non-inferno base then they are most likely not a threat to beat us. I'd rather defend the situation where they would attempt to try for the 3 on me rather than a harder base. Now, one could point out that 3 starring even a max TH9 is really hard now post update without TH10 level troops and/or 20/20+ heroes and they would be right.

I still don't know exactly where that leaves us with base design. The location of the townhall is of little concern. This war I actually had gadhii's base on and forgot to change it. I've been running with a deeper TH and likely will continue that just because now the clan castle can be made a ez lure.

 
While I don't think it's going to make a giant difference given our struggles lately we probably have to consider going to 45 person wars shortly.

Staying at 50 seems to me to be something that would be hard to accomplish unless we had 50 non alts and let the alts sit in global or some other fbg clan opted out for an emergency add.
It was looking to me that it would be impossible to get 50-person wars going. I'm fine in Honda if we can have the occasional 40v40 and 35v35 being the norm.
Soooooo....nothing changes. Good talk Russ :thumbup:

See y'all next month!

 
you have to wonder if having a centered clan castle is actually even required anymore. If you set it where it's an easy lure and have something like a hound in there, that would be ####### annoying as hell and probably better than a centered drag/skull combo
On a side note, why are you set up to be an easy two star? They had their 19 come up and get you. I think I'd have a reasonable shot at two on you as a th9.Just curious as to your reasoning is all.
All bases are easy two stars. I would hope anyone could 2 star my base. I am setup to stop the 3. If someone gets me 2 starred in one attempt so be it. Making it harder to 2 star as a TH9 makes it easier to 3 star.
Our lack of 2 would suggest otherwise. I've been thinking of going to a centered TH approach as we are facing gowoppy clans that are happy with 2.
I've been too lazy to change my farming base, which I made for TH9 many months ago.

I'm changing it to that CF10.

I have nexted over that base hundreds of times, if not thousands. Today I thought I'd take a crack at one that had the AQ down and a sweeper under construction. I can't remember the last time I failed so hard when my deployment went as intended.

 
I need to redo mine but haven't had time. If someone wants to link a good max TH10 clover base I can use as a model I'll get on it this week.

 
Clover is basically cheating. It exploits all the pathing issues a unit would have.
I like when you dubbed the CF10 base 'clover', because it proliferates like a weed. Usually a base this old is solved by now. It's only going to keep expanding in popularity. Maybe L4 quake is the answer.

 

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