Giedrybe
07-24-2012, 06:35 AM
Having in mind all the "mystery" which floats around boss event and his health in particular, I thought it is a good timing to start sharing ideas, assumptions and best practises in separate thread.
We can assume that in 5-7 days we will be chasing our luck in next boss event. At least I hope we will as these events are involving many players and are popular ones.
What we miss is what somebody call possibility to win events, others claim on Funzio squeezing for gold etc. In my point of view, we also miss clear understanding what we should do - in other words we miss strategy.
We will not get detailed explanation from Funzio regarding the mechanics, but it is not the first and not the last time. This does not make us helpless. We have our brains and we are in full possibilities to collect and share tons of data - and to have our findings.
It's time to say and acknowledge - winning boss event will never ever be easy and absolutely most likely it will never be completely free in terms of gold spent. This does not mean it is unwinnable for free/tapjoy gold spenders, as I can prove it with my own example. But this thread is definitely not for you, if you think that boss events should be won by everyone without gold.
I'd say we had already identified some good things as a base to start with.
- we have 13 free/cash hits strategy
- we have 18 free/cash hits strategy having in mind leveling up/med kit (+5 hits with additional)
- we know that increasing allies boost your attack, which helps to beat boss (however you need to check out regarding new rival lists)
- in many cases, med kit is better option to gold hit (med kit gives approx 5x cash hit, gold hit approx 4x)
- cash payout after beating the boss is 4 x cash hit amount
- XP awarded for me at level 36 started from 10XP for first boss +5XP every next boss. It means 20XP for 3rd boss, 35 for 6th boss etc.
There are assumptions which need to be checked and benchmarked with data from other players, to see if mechanics are different per different level/tier of players. I'll give some assumptions:
- free hit is around 69% of attack value in your profile (however it looked to decrease to 66% in last few bosses for me... No idea why)
- cash hit is around 102% of att value in profile
- mega hit (I have not tried) ~400%
- bonus buildings are not working vs boss
- country boost is not working vs boss (pretty much confirmed assumption)
- boss health is the biggest X factor. We have two things to find out - INITIAL health of boss1 and healt increase rate per boss level.
- one of many assumption is that boss difficulty is "decided" at the start of the event. Which means that adding attack during event does not make boss automatically more difficult.
I started monitoring things out in the middle of second boss event starting from level ~11-12. Up to level 17-18 I had ALWAYS next boss having 109% of previous boss. I had to stop there, thus my records stopped. I had my records from level 1 in this particular boss event. First levels are not really relevant data regarding boss health as sometimes you need additional hit to finish few percents of the boss. In my stats I was always calculating number of hits x power of hit, which you can see when you hit the boss.
6 level Boss 19551 140%
7 level Boss 28010 143%
8 level Boss 37200 133%
9 level Boss 47962 129%
10 level Boss 61448 128%
11 level Boss 72128 117%
Here you can see total amount of health points my boss had and increase on last boss. I stopped here, but I cannot know now if I was approaching 109% zone OR boss difficulty and health points were changed from event number 1 (which could be potentially considered too easy by Funzio). I hope somebody can supply their observations as I am sure some of you have tracked your progress.
Another big topic is initial boss health. It is a big mystery for everybody, especially for those who struggle. Some say it depends on your inventory=attack, some say it must take into account your level, some think about attack density, some say it should be defined for some certain bracket of players etc. I feel that we need figures to prove some theories correct or wrong. Thus I hope this thread will give beneficial info to everybody reading this.
Potential strategies for upcoming events depends on our findings:
1. should we start next event being ALREADY strong? Means invest now into the attack and you will go relatively easier. This strategy hopes that boss event is for strong player and that boss health is more linked with your level or your rivals bracket, but not to your inventory.
2. should we start next event being relatively weak, but prepared, which means that in first few days you invest heavily in units giving you best bang per cash (depends on your level and strategy, but cheapest will always be infantry)? This strategy hopes that boss health will be less as you look rather weak compared to what you could be, but health remains low and thus possible to beat as you are increasing your attack power during the event with new units and allies.
3. what about skill points? Nobody checked if players relatively easy going to high level of boss have considerably different skill point allocation towards attack compared to struggling players.
We have many possibilities in our hands if we will have a certain mass of players collecting as precise as possible info. We can even agree to experiment/test some strategies with enough players at different levels. I can even prepare templates to fill in, which afterwards I could import into my Bussiness Intelligence soft to have detailed analysis. Anyhow, I hope we can have interesting discussion here.
We can start from commenting statements in assumptions part and your observations regarding boss health.
We can assume that in 5-7 days we will be chasing our luck in next boss event. At least I hope we will as these events are involving many players and are popular ones.
What we miss is what somebody call possibility to win events, others claim on Funzio squeezing for gold etc. In my point of view, we also miss clear understanding what we should do - in other words we miss strategy.
We will not get detailed explanation from Funzio regarding the mechanics, but it is not the first and not the last time. This does not make us helpless. We have our brains and we are in full possibilities to collect and share tons of data - and to have our findings.
It's time to say and acknowledge - winning boss event will never ever be easy and absolutely most likely it will never be completely free in terms of gold spent. This does not mean it is unwinnable for free/tapjoy gold spenders, as I can prove it with my own example. But this thread is definitely not for you, if you think that boss events should be won by everyone without gold.
I'd say we had already identified some good things as a base to start with.
- we have 13 free/cash hits strategy
- we have 18 free/cash hits strategy having in mind leveling up/med kit (+5 hits with additional)
- we know that increasing allies boost your attack, which helps to beat boss (however you need to check out regarding new rival lists)
- in many cases, med kit is better option to gold hit (med kit gives approx 5x cash hit, gold hit approx 4x)
- cash payout after beating the boss is 4 x cash hit amount
- XP awarded for me at level 36 started from 10XP for first boss +5XP every next boss. It means 20XP for 3rd boss, 35 for 6th boss etc.
There are assumptions which need to be checked and benchmarked with data from other players, to see if mechanics are different per different level/tier of players. I'll give some assumptions:
- free hit is around 69% of attack value in your profile (however it looked to decrease to 66% in last few bosses for me... No idea why)
- cash hit is around 102% of att value in profile
- mega hit (I have not tried) ~400%
- bonus buildings are not working vs boss
- country boost is not working vs boss (pretty much confirmed assumption)
- boss health is the biggest X factor. We have two things to find out - INITIAL health of boss1 and healt increase rate per boss level.
- one of many assumption is that boss difficulty is "decided" at the start of the event. Which means that adding attack during event does not make boss automatically more difficult.
I started monitoring things out in the middle of second boss event starting from level ~11-12. Up to level 17-18 I had ALWAYS next boss having 109% of previous boss. I had to stop there, thus my records stopped. I had my records from level 1 in this particular boss event. First levels are not really relevant data regarding boss health as sometimes you need additional hit to finish few percents of the boss. In my stats I was always calculating number of hits x power of hit, which you can see when you hit the boss.
6 level Boss 19551 140%
7 level Boss 28010 143%
8 level Boss 37200 133%
9 level Boss 47962 129%
10 level Boss 61448 128%
11 level Boss 72128 117%
Here you can see total amount of health points my boss had and increase on last boss. I stopped here, but I cannot know now if I was approaching 109% zone OR boss difficulty and health points were changed from event number 1 (which could be potentially considered too easy by Funzio). I hope somebody can supply their observations as I am sure some of you have tracked your progress.
Another big topic is initial boss health. It is a big mystery for everybody, especially for those who struggle. Some say it depends on your inventory=attack, some say it must take into account your level, some think about attack density, some say it should be defined for some certain bracket of players etc. I feel that we need figures to prove some theories correct or wrong. Thus I hope this thread will give beneficial info to everybody reading this.
Potential strategies for upcoming events depends on our findings:
1. should we start next event being ALREADY strong? Means invest now into the attack and you will go relatively easier. This strategy hopes that boss event is for strong player and that boss health is more linked with your level or your rivals bracket, but not to your inventory.
2. should we start next event being relatively weak, but prepared, which means that in first few days you invest heavily in units giving you best bang per cash (depends on your level and strategy, but cheapest will always be infantry)? This strategy hopes that boss health will be less as you look rather weak compared to what you could be, but health remains low and thus possible to beat as you are increasing your attack power during the event with new units and allies.
3. what about skill points? Nobody checked if players relatively easy going to high level of boss have considerably different skill point allocation towards attack compared to struggling players.
We have many possibilities in our hands if we will have a certain mass of players collecting as precise as possible info. We can even agree to experiment/test some strategies with enough players at different levels. I can even prepare templates to fill in, which afterwards I could import into my Bussiness Intelligence soft to have detailed analysis. Anyhow, I hope we can have interesting discussion here.
We can start from commenting statements in assumptions part and your observations regarding boss health.