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Found 10 results

  1. It's amazing what you can do with a little bit of math. For example: Damage for every weapon at every level for every rarity can be determined with exactly three numbers: The base damage for a level 1, grey weapon. The base damage for the 5.56mm MG is 32.00. The damage increase per level for #1. Easy to find out in the "boost" screen. The grey 5.56mm increases by 1.83 damage per level. The base ratio between green and grey rarity levels. A level 1 green 5.56mm does 38.40 damage. Dividing that by #1 gives you a ratio of 1.20. Seriously. That's all you need. Check the attached graphs. Then check your inventory to confirm. You can also take a look at the weapons comparison page here. Did you know: The damage boost between rarity levels is exponential? A green weapon increases by twice as much per level as a grey. For the 5.56mm, greens get 3.66 damage per level. A blue weapon increases by twice as much per level as a green (4x over grey, 7.32 damage per level for the 5.56mm) A purple weapon increases by twice as much per level as a blue (8x over grey, 14.64 damage per level for the 5.56mm) And gold weapons increase by twice as much again, giving legendaries a 16x increase per level over greys. Each level for a gold 5.56 grants 29.28 damage. The base damage for each rarity level is determined by the base ratio in #3 in the first list. To continue with the example of the 5.56mm: Level 1 green 5.56 does 38.40 damage. 32.00 * 1.2 = 38.40 Level 1 blue 5.56 does 46.08 damage. 38.40 * 1.2 = 46.08 Level 1 purple 5.56 does 55.30 damage. 46.08 * 1.2 = 55.30 Level 1 gold 5.56 does 66.36 damage. 55.30 * 1.2 = 66.36 So now you've got damage levels for every rarity at level 1, as well as the damage boost per level for every rarity. Extending this formula gives you the damage levels for every rarity at every level. Weapon Damage = (Base Damage * Base Ratio) + (Weapon Level * Damage Boost per Rarity Level) This also illustrates the problem with rarity levels as they currently exist. Each rarity level is going to be roughly twice as powerful as the one before it. For the CAN-40/70 graph (they're all pretty similar), that works out to: A level 60 grey is as powerful as a level 22 green A level 60 green is as powerful as a level 23 blue A level 60 blue is as powerful as a level 25 purple A level 60 purple is as powerful as a level 26 gold So, to answer the question: Is that weapon you picked up worth it in the long run? The definitive answer: If it's not a legendary, it's pretty much garbage.
  2. IGN: Valtek ID: 27B5DB5D Device: Samsung Galaxy S3 OS: Android 4.4.2 Summary: The skill Clone: Heal causes me to take serious damage upon enemy death when it shouldnt. More Info: I have done extensive testing of all my knights skills and have come to the conclusion that the Clone : Heal skill gives the enemies the ability to cause serious damage when they die. When i dont have the healing clone out i dont take damage when enemies die. All of the other clone skills are good and dont give this explosion ability to the enemies. This also effects the Leap: Clone skill because Leap clone will copy whatever clone skill you are using. I am currently using this gear setup: weapon - The Grande, Armor - Nightmare, Cloak - The Emperor. Nothing in my armor should cause this and i am in adventure mode. This comes to mind however... the last boss hunt gave enemies the explode upon death ability and had a 48 hour timer, however the boss hunt ended after 24 hours. Perhaps that boss hunt caused a bug with the Clone Healing skill? Please look into this issue and i thank you for your time and creation of this game. EDIT: I just tried the Stumpy pet (brown stump) and the healing ability from him also causes enemies to dish out massive damage upon death.
  3. Sorry if this was answered somewhere else that I couldn't find, but what is the difference between a weapon's power and it's damage, or what is the relationship between them? I am fairly new, and the best I can tell is that the damage is the important thing. But what's the point of the power, then? Thanks!
  4. Weapon power vs damage. Can someone please tell me which is more important? For example I have a 5.56 gatling gun that is 5000 power that is boosted to 107 damage but just received a rare item that is 9000 power but is only 45 damage. I feel like the 5000 power gun is actually easier to use. Any insight would be appreciated. Thanks!
  5. So basically what I've noticed is that even if I can stand 8 mobs attacking me for several seconds without any loss of health whatsoever, if I happen to use void or to use whirlwind (while running so I hit multiple mobs), my health goes to 50% or lower. I noticed this on today's boss hunt, since in normal playthrough I never ever use any powers (the game just encourages weapon damage). It feels like each mob hits me 2-3 or more times instantly when I use those skills (that's around 20+ instant hits), which is odd and not descibed on the skill use. On some occations I can even kill myself using whirlwind through a group of 8 mobs, and no, my armor isn't low, I take 0 damage from normal hits if I use no skills.
  6. So clone damage scales by cloak while pet damage scales by weapon (correct me if I'm wrong). How does critter damage scale? Also, does the term 'allies' refer to pets, critters, and clones?
  7. When Dragofrosters or Dracomancers are activated, froster and pyro damage multiply. Is that the damage of the dragon? I am not sure whether a lone froster or pyro deals that much damage.
  8. All Brazilian alliances are with the same problem during the war period: The game ends during battles and after the overthrow of the gate. Making it impossible gain the more points skulls at war or prizes out of the war. This problem has persisted for more than 3 wars, please help us! _______________________________________________________________ There is no compensation for the errors and damage caused to users during that period. Please Flaregames think of a way to compensate because many alliances are damaged with bad results. _______________________________________________________________
  9. When your card gets damage reflected to it by a Will O Wisp or Lookalike, your healing cards ignore it on turn 1. But on subsequent turns, they heal to full. How does that make sense? Either these cards are overpowered or this needs fixing.
  10. how can 1 fire ball of the pyromancer can drain almost half of my cannon health which have 1200++ HP and pyromancer attack is just below 200 point fire damage how this game calculate burn damage actually?