Thread: Epic Boss Simulation Spreadsheet
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11-05-2013, 12:00 PM #16
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11-05-2013, 12:08 PM #17
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Sweet, looks good Oyster.
I made something with the similar purpose some time ago:
Epic boss battle calculator
You might have already seen it, but if not it might give you something to compare too and get idea what and what not to do
Happy hunting!
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11-05-2013, 12:10 PM #18
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11-05-2013, 02:37 PM #19
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The boss does seem to have a special attack meter that fills with 4 hits, but like our knights, can also pull a special hit, or a miss, out of the bag at random. The boss will always special if on low HP and you're coming back for a second go.
I used to calculate carefully for each boss using a spreadsheet, but these days I just have a feel for when I need to add or change a knight.
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11-05-2013, 03:34 PM #20
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Ditto. I have a set rotation I use, based on total power, where I just upgrade to the next when one doesn't seem enough for next go:
Just main
Minion and Main
Main and Friend
Minion/Minion/Main
Minion/Main/Friend
Main/Friend/Friend
Minion/Minion/Main/Friend
Minion/Main/Friend/Friend
Minion/Minion/Main/Friend/Friend
I haven't had to split attacks in a long time, so I don't know where I'd weigh in 5/2 or 3/4.
Also: Epic Boss at level 57 stats: 1959/660
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11-05-2013, 04:09 PM #21
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11-06-2013, 01:30 PM #22
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I built a webapp that does something to this effect as well. But hopefully a bit more friendly than a spreadsheet.
http://www.uzrbin.com/sim.html
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11-06-2013, 02:34 PM #23
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11-06-2013, 02:58 PM #24
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Much obliged. I think the damage is a bit off for lvl < 100. And I've been meaning to get around to adding crits and misses too, if anyone has any idea what the percentages are like on those I'd love to know.
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11-06-2013, 03:24 PM #25
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Same with my calculations. I was actually thinking of creating another one similar for normal battle. But it seems you've already done it .
I've just finished the V2 with more data and suggestions from other forum members here.
Added critical, misses, and actually managed to create a simulation.
Epic Boss Simulator V2
Changes are:
- Rounded up / down damage
- 7% chance of misses
- 20% chance of critical (both knights and boss)
- Added Knights level, which links to their health
- Knights critical damage every 4 turns
- Random simulation generator (Press Ctrl - R)
- Added final result of knights and boss status
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11-06-2013, 04:40 PM #26
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Lvl 100+ Android player (Majestic pants)
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I need more pants currently at 122/129
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11-06-2013, 05:04 PM #27
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Thanks for noticing that!
Just fixed it.
Enter 0 for attack and defense. It'll means that the knights is not being used.
Same as knight 4 and 5. enter 0 health for knight 4 and 5 as well.
It is actually already taking into account the 0, 25, 50, 75 and 100% addition damage depending on the knight.Oyster Sauce - Android - 100+
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11-09-2013, 12:14 AM #28
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Does this spreadsheet work for minions too? Also, right now, we have no idea what the percentages are for criticals and misses? Are they totally random or linked somehow to attack, defence or whatever stats we might have missed out?
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11-09-2013, 04:53 AM #29
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Currently it's specifically geared only for the epic bosses (I'm assuming you mean by minions are the enemies in pve levels?). Current spreadsheet uses 7% chance of miss and 20% chance of critical. Knights critical uses 20% chance, also does critical once after every 4 rounds. I don't know if there is any link to stats. It's a good question though.
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11-09-2013, 05:56 AM #30
You are making great progress with this spreadsheet. Where did you get the 7% miss and 20% crit assumptions from?
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