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Bilegt ROK
United States
Приєднався 11 жов 2024
Geek making videos.
✉️ BUSINESS INQUIRY: bilegtpartners@gmail.com
✉️ BUSINESS INQUIRY: bilegtpartners@gmail.com
Liu Che Mathematics (The Secrets of Liu Che) - Rise of Kingdoms
What accessory on Liu Che? How Rage Mechanics work? I am diving deep into those aspects in this video.
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0:00 Intro
0:25 Rage Engine Explained
3:40 Open Field Rage Mechanics
4:33 Attack Talent Tree Rage Explained
5:53 Liu Che as Primary
6:36 Liu Che Expertise Explained
8:45 Horn Mathematics
10:07 Expertise vs Horn
10:30 William Wallace as Primary
12:05 Crit Horn makes difference?
12:48 Scipio P as Primary
15:00 DPS comparison of each accessory
17:08 Problem with Ring of Doom Math
18:48 Conclusion
21:45 Bloopers
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#riseofkingdoms #rok
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0:00 Intro
0:25 Rage Engine Explained
3:40 Open Field Rage Mechanics
4:33 Attack Talent Tree Rage Explained
5:53 Liu Che as Primary
6:36 Liu Che Expertise Explained
8:45 Horn Mathematics
10:07 Expertise vs Horn
10:30 William Wallace as Primary
12:05 Crit Horn makes difference?
12:48 Scipio P as Primary
15:00 DPS comparison of each accessory
17:08 Problem with Ring of Doom Math
18:48 Conclusion
21:45 Bloopers
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#riseofkingdoms #rok
Переглядів: 4 426
Відео
Ring vs Horn Mathematics (WHICH ONE FIRST?) - Rise of Kingdoms
Переглядів 1,9 тис.День тому
Which one do I craft first? I am answering this question for OPEN FIELD. 0:00 The Answer 0:28 Methodology 2:05 Skill Damage Calculation Simplified 3:57 Procs Chances & Simulation Conditions 5:30 DPS output Ring vs Horn 7:30 DPS during Skill Cycle 9:03 Why HORN is Superior on Open Field 10:08 When is RING Better? 11:35 Bloopers #riseofkingdoms #rok
Recovering from 1 Year Break! (Small Spender, 2025 Roadmap) - Rise of Kingdoms
Переглядів 1,5 тис.14 днів тому
I am simply showing you what I am planning. Hopefully, it will give you guys an idea as well. 0:00 Intro 0:24 Account Age Progression 3:23 My Current Stats 4:40 2025 Q1 Plans 9:00 2025 Q1 Performance Target 10:10 Resources & Speeds 11:55 Home KD Barb Chaining Test 13:34 2025 Q2 Plans & Siege march 15:10 2025 Q2 Performance Target 16:40 Secret Project 1 18:40 End of 2025 20:18 Outro #riseofkingd...
Awaken vs Refine Mathematics (ULTIMATE GUIDE) - Rise of Kingdoms
Переглядів 4,6 тис.28 днів тому
This video covers all legendary equipment for all troop types. (except accessories) 0:00 Intro 0:24 Material Costs 2:40 Secrets of Damage Formula 2.0 7:50 Simulation for Stat Conversion 12:40 Infantry (with full explanation) 23:55 Archer 25:35 Cavalry 27:24 Siege 29:46 Outro 31:14 Bloopers #riseofkingdoms #rok
DATA Based Crystal Tech & Bastion Guide (F2P, Small Spenders) - Rise of Kingdoms
Переглядів 1,8 тис.Місяць тому
In this video I am talking about how to maximize crystal earnings and which technology to prioritize as f2p or small spender. Link to this guide: docs.google.com/spreadsheets/d/1tXCURMHj5Nr4qvnVr3moZRvsyv24Pi6cuq-sjPSWIvQ/edit?usp=sharing 0:00 Intro 0:28 Previous Findings 1:30 My Performance 5:40 TIPS for Crystal Tech 10:21 Bastion Quest Guide 13:57 Bonus technical TIPS #riseofkingdoms #rok
Commander Pair Mathematics (Ragnar Prime & Scipio Prime) - Rise of Kingdoms
Переглядів 4,9 тис.Місяць тому
I am starting new series where I am taking look into specifically commander pairs, suggesting best equipment and talents options. 0:00 Intro 0:24 Ragnar Prime Review 5:14 Equipment Suggession 14:38 Talent Suggession 26:37 Bloopers #riseofkingdoms #rok
BEST Civilizations Mathematically (Tier list) - Rise of Kingdoms
Переглядів 2,9 тис.Місяць тому
ULTIMATE GUIDE on the best civilization of each category including open field, garrison, rally civilizations for each troop type. 0:00 Intro 0:16 Damage Formula 2:02 Best Start 2:55 Best Rally 4:12 Best Garrison 7:34 Best Open Field (Unit specific) 12:59 Best Open Field (Mixed) #riseofkingdoms #rok
Should You Play T4 units? - T4 vs T5 mathematically - Rise of Kingdoms
Переглядів 4,1 тис.2 місяці тому
I am comparing T4 units versus T5 units in terms of how efficient they are in resources or speeds. 0:00 Intro 0:49 Methodology 2:22 PROs & CONs 5:34 Conclusion 7:20 Suggession 8:27 Outro 8:41 Bloopers #riseofkingdoms #rok
BEST Equipment Mathematically... (End Game Equipment Guide) - Rise of Kingdoms
Переглядів 12 тис.2 місяці тому
ULTIMATE GUIDE on the best end game equipment covering all troop types. Infantry, Cavalry, Archer and Siege. 0:00 Intro 1:24 Infantry 6:23 Cavalry 7:21 Archer 11:09 Siege 14:00 Outro 14:29 Bloopers #riseofkingdoms #rok
MY TOP 5 Chain Farming Commander Pairs (How to get them) - Rise of Kingdoms
Переглядів 3,6 тис.2 місяці тому
MY TOP 5 Chain Farming Commander Pairs (How to get them) - Rise of Kingdoms
You are insane. I love your content. Thanks for the hard work
Rage reductions are counted last and decrease whatever rage you could gain. All rage reductions stack. Years ago, before legendary accessories, we used multiple Silent Trials (3+) to deny enemy rage regen significantly.
so during that turn, rage gain cap is 220. so we can reduce up until 220? or it just reduces from the total pool of rage?
@BilegtROK it's reduced after the rage gained calculation. So let's say march #1 will gain X amount of rage accumulation on that turn. That amount of rage gain (max 220) will then get the accumulated rage reduction subtracted from that number.
@@triax7218 ahh i see. so you will still have the rage previously generated from previous turns but you can just go 0 rage generation on that turn. Gotchya man! thanks for this info!
Silence about to blow up in 2025 to counter cav combo. Hello guan yu, glad to see you again.
Combo is puzzle, with good combination can be op.
Ring or horn for joan+arthur?
19:08 remember also if you get the 1 second of use of the horn that means your 5 second of off time isnt 5 seconds, but 2-3 sekond if you got out w8 for 2 sek before reengaing
Great content! Maybe a step further or a followup, which is better, the crit iconic set boots and pants or the the health boots and pants that is only iconic and NOT crit. Thanks!
Thanks man! I already made a video on the topic.
🔥
i just crafted a ring for my scipio lie che march :(((
For Scipio LC march, you can use Ring+Horn. If you have a march that has rage engine (including William cav comm support march), you can use those 2.
Yep, that is very correct. Do not worry about overraging. If you only get 100 rage from reju, you are under-raging. That dude whose name is wick had a mental block and went way too deep into the rabbit hole about over-raging. He was not thinking correctly. Rather, he was memeing this whole over-raging idea. Here is why you don’t care about over-raging: 1. You don’t generate 16 rage from counter attack. 2. In attack tree, you don’t generate the 6 rage per turn because you are not getting hit with a basic attack. 3. If you only generate 100 rage from reju, you are missing rage for that turn when you can have 220 rage that turn. TLDR: wick had a mental block about over-raging. He had an agenda and it blinded him to reality
Most ppl are dumb af because they count 16 rage from counter attack. No. That is an idot way to fight. If you are fighting correctly, you never want to generate 16 rage from counter attack. That is: you don’t want ppl to hit you with a normal attack. [if they hit you, that is when you activate counter attack]. DO NOT COUNT the 16 rage from counter attack. You never want to produce counter attack.
Nice video 😁 interesting results will definitely share it. Happy to see that my previous comment on the ring made an impact the burning blood gives 6 when hit by a basic attack😉 not when deals BA... but based on what you said in your video it seems like it wouldn't change the result😌
What armament should I put on WW that will work better than the horn?
What should I put on LC instead of horn?
I meant WW
Exactly the type of RoK content I was looking for.
New Combo talent tree and commander has been released. I'm waiting for video about it too!
By your logic then vengeance should be the best
Rally & Garrison situation where you are expected to get swarmed.
Mullet goes crazy
When you could have made your family so proud with your math skills but you downloaded rise of kingdoms instead
Hey man, just wanna add 1 thing that i noticed, the horn making the skill cycle 1 turn faster is not the same as +10% damage, it's just +10% to the skill damage (smite in the case of liu), normal/counter damage is not affected.
Actually it’s not a damage bonus, nor a skill/smite damage bonus either. I think that’s what he meant by 10% « dps » in the sheet. But I get it’s then confusing as this 10% is also in the comparison with other accessories. You can’t compare Ring and GG with a horn, because they simply not the same. Horn is not a bonus (so an additive effect) to damage. Its effectiveness is depending of the base damage from active skills and the current bonuses applying. Even if it’s still not exactly that, you could more see it working as an equivalent to a boost, but certainly not a bonus. But, tbf, hard to find the perfect way to compare those
I was able convert the Horn into DPS increase by: LC+WW case, WITHOUT HORN, you do 2200 dmg factor as AA (9 turns, including expertise proc) and 7460 dmg factor as skill damage (5 target) in 9 seconds. Total 9660 dmg factor in 9 sec = 1073 dmg factor per second. WITH HORN, you do 2000 dmg factor as AA (8 turns, including expertise proc) and 7460 dmg factor as skill damage in 8 seconds. Total 9460 dmg factor in 8 sec = 1183 dmg factor per second. If you compare, this was 10.17% dmg factor per second increase. on Single target it was 9.22% increase. This AVG DPS increase can be even higher if the WW did AOE damage. I needed to do this rough DPS conversion in order to compare it with GG and Ring, to have same metrics.
@BilegtROK where is the 7460 damage factor number from? that meant to be liu + wallace skill? Liu skill does 5625 if it hits 5 targets, 2250x5/2 (reduction maxes out at 50% or you'd do more damage to 4 targets than 5). You're also not counting counterattack here right? since that would double the 200/turn damage factor? In which case the wallace damage is 2400, and happens 2 turns after liu, so you need to go through to turn 11 without horn, 10 with. Looking at the maths myself, you end up with a 6.75% increase if there IS counterattack (Wallace damage goes to 2700), and 5% inrease without counterattack involved (Wallace damage at 2400). No Horn: 200x11+200x2 (normal+2x expertise proc) = 2600 + 200x11+200x2 (counter+2x expertise proc) = 2600 + 5625+2700 (primary skills) = 13525/11 = 1230 DPS Horn: 200x10+200x2 (normal+2x expertise proc) = 2400 + 200x10+200x2 (counter+2x expertise proc) = 2400 + 5625+2700 (primary skills) = 13125/10 = 1313 DPS Difference = 1313/1230x100-100 = 6.7468% This 6.75% damage increase is in line with maths I have seen in the past for Horn vs Ring maths, mind you it does depend on which commander you're looking at, so it seems correct to me. Ring giving around 7-8% is also in line with numbers I have previously seen, the conclusions were always that ring was a bit better than horn on average in the long run, however given the importance of that 1st skill cycle in the field, Horn is generally a better field accessory.
@@BilegtROKNot exactly. As I told you, horn won’t work exactly the same as a damage bonus. So yea, doing dps comparison is good, but once you compare with Ring or Horn, you won’t be able to accurately compare them. Because horn is not increasing directly the dmg, not adding another additive (or multiplier) like the two others. Horn efficiency in terms of dmg per second increase relies on current dmg bonuses. For example : I take only single target dmg. LC/Wallace and we push the calculation to WW casting his active skill, on up to turn 11 with no horn, and turn 10 with horn. No horn, not taking any dmg bonus into account : for 11 turns, your total dmg base is 7250 for 11 turns With horn, not taking any dmg bonuses : for 10 turns’ your total dmg base is 7050 for 10 turns Which means : 6,9% increase of dps Now, we have the current NA and smite dmg bonuses these two commanders have (I don’t take even Arch or attack or anything out of the skills in consideration for sake of simplicity) No horn : for 11 turns, dmg is 10653 With horn : for 10 turns, dmg is 10413 Which means : 7,5% increase of dps Do you get what I mean now, by it is actually more working as a boost rather than just as bonus? It’s difficult to compare these accessories. Horn benefits of you having already dmg bonuses increasing dmg from your active skills, and so benefits of having already a ring or a GG. GG don’t benefit much of having a horn, it just remove one turn of NA, but Ring benefits of horn by having more chances to land on an active skill. As I already told, Horn and Ring have a great synergy
So i shouldnt use my Dagger with RIng on Liu che? Seems like the worst 2 accessories to use for it.
I havent done the math on Dagger, but here is a quick calculation. Dagger will proc once every 3.5 seconds, same as Horn. Thanks to expertise proc, this might go down to 3 sec. The idea is that on average, it will constantly have only 1 stack. Will not go up to 2 stacks that often and certainly not 3 stacks. In my previous Awaken vs Special video, I concluded that 10HP = 6% dmg reduction roughly. So with 1 stacks, 5% HP reduced, you are doing 3% more bonus damage to that target. If we see this as 1 march stand point, of course this is nowhere near good compared to the other accessories, BUT, if multiple march is attacking that target, all other marches will benefit from the Dagger. So its not as bad as you think. Dagger can be great accessory when you swarm Objectives. But at the same time, because of the open field meta, you might lose half of the value, just like ring. Need much more testing and simulations.
Thanks ❤ 👍
I wanted to share my personal experience in KVK. I'm running three marches: Liu Che + Alex, Ragnar + Scipio, and Zhuge + Herman. For gear, both my Ragnar + Scipio and Zhuge + Herman are equipped with Horn and Ring, while my Liu Che only has a Ring. Despite this, I’ve noticed something interesting. In my battles, my Liu Che + Alex consistently outperforms the other two marches and gives better trades. On top of that, Liu Che almost always activates his skill first, even compared to my other marches that have Horns. From my experience, I don’t think the Horn is necessary for Liu Che. I recommend pairing a Ring + GG for Liu Che. That’s just my personal take after running Liu Che without a Horn alongside my other marches.
The Best, thanks matematic man for your effort 👍
Great vid. Would be really interested to see a Drums comparison here too given how well Liu's expertise works with instant proc chance effects.
Same here, would be great if you could make a video for the drums
Silent trial actually works great with lc because it has no cool down. But horn is the best. Hands down. In a field fight he will fire off what seems like every 2 seconds. Scip lc ring and horn.
Silent trial is ass in open field. You are going back and forth engage and disengage. That does way more than silent trial can ever have a chance to have a meaningful effect.
I arrived for answers and ended up more confused😂. Anyway I'll go for GG, smite is very good and LC/WW's insta proc are worth buffing.
What would happen if we add destructive inscription to this study? meaning we will lose some rage for more damage. Thanks for vid i gained many intersting insights
Good info ^^ Liu Che's expertise also triggers the Undying Fury and Burning Blood talents a second time. So it generates 95-104 extra rage rather than just 86.
Agree + i think you count GG wrong. GG contributes 5% to active skill, white hits and counterattack damage
@@Arji141 GG contributes +5% normal damage. It scales additively with other normal damage bonuses, and your total normal damage scales multiplicatively with smite damage, white hits, and counter attacks. So GG has a maximum damage increase of 5%, but the more normal damage your march has the worse it starts to scale. For example, LC/William gets +7.5% normal damage from talents, 10% from LC's 4th skill, 10% from WW's 4th skill, and 5% from arch formation. That's 32.5% total normal damage without GG or 37.5% normal damage with GG. White hits and counter attacks each do 200 damage factor. Without GG, they would scale up to: 200 * 1.325 = 265 damage factor. With GG, they would scale up to: 200 * 1.375 = 275 damage factor -- which is about a 3.6% increase over the no GG build.
To be giving this much information and only having 1k subs is crazy, everyone needs to sub right now
9:15 This part is important when he tells us the over rage problem is very small. I calculated the over rage to only happen 7.5% of basic attacks by multiplying 3/10 by 1/4 bc horn triggers 30% of basic attacks and combo attack triggers 25% of basic attacks so they’d only line up 7.5% percent of time which is when they’d over rage.
After paying close attention to this video, to sum it up for the people who didn’t understand, there’s only a 7.5% chance that the the horn over rages when you use it because the horn’s rage has to line up with the rage from the combo attack. Therefore the over rage theory is not a big deal because the other 92.5% of the time, the horn will still get the most of the rage. This guy did a very good job explaining it, the only thing didn’t understand was what basic attacks were but then I assumed it was the white attacks that weren’t from skills and I’m 99% sure I’m right. Thanks for the informative video, you earned yourself a sub
Rok changed the naming... now: Normal damage is (smith damage,) basic damage and counter-damage. Smith damage is similar to skill damage except of the damage calculation. Basic damage (previously named normal damage) is the damage you deal every turn to the selected target (deals the equivalent of 200 damage factor per second) Counter damage is damage you deal back to every enemies that attacked you with a basic damage (deals the equivalent of 200 damage factor per second) Counter + basic damage = white numbers you see on your screen
Burning blood in Attack tree gives 6 rage when you RECEIVE basic attack, in support tree gives 9 rage when you DEAL basic attacks
Thanks for point this out man! I quickly redid the simulation, and thankfully the overall result was still the same. Thanks again!
Yes, actually this goes in favor of horn in addition!
Is your hair turning Grey?
yes with all these RNG. nah im just kidding 😂 its a failed bleach attempt.
@BilegtROK LMAO! I thought to myself no way his hair turned Grey that much in that short of time 😅
I am watching this video at the beginning and praying my ring and GG are not a mistake. 320 legendary materials on the line...no big deal. 😱😱😱
Ugh... Thanks for the video. Looks like I need to swap the ring for a horn. Thx!
Not a big deal you can just switch it to another commander. Ring works on every other commander
don't forget to like and subscribe to Liu Chennel 😎
what would be best if I have dagger on liu, horn or GG?
horn
17:30 "on the other hand, ring might not proc never, infinitely" 💀 I know some people that definitely would think they are THIS cursed 😭🙏
Good brother, thanks for your videos first. Regarding Liu Chen from Pirmerio for field can use horn / ring better than glory major /ring ? is that they say that the limit of fury is 220 and with expertise if you horn it is wasted. cordial greetings
Overraging is a common misconception. And the word « wasted » not really the good one in most of the case scenarios. For extra rage of horn to be wasted, you should have reach the cap already on that turn without it. It’s not because you go over the cap after it’s diminished with the addition of the horn that you have no benefits. First, it’s not in every turn that expertise and horn will proc together. The turns they proc one or the other are a huge benefit of having a horn. Then, if you have already the expertise, and you are not targeted, on this turn your raw rage will be 187. Which means that the horn will just advance you to the cap, and even if some of this rage could be not beneficial, the gap it filled (202 to 220 capped in this explanation) might be enough to make you end your skill cycle one turn faster and make you cast your active skills faster. Which is very crucial in openfield nowadays. Horn have still the potential to be a great help. Then’ it’s just a player’s preference to ever use it or to prefer Ring + GG.
@davorkapetanovic4257 then the horn in liuchen is wasted y es mejor gg +ring
🤓🧮🙌🏻
I was thinking of making GG for my ww/liu march and i think i will make it.
I m using it for now for that march as well as gorgo hera garrison. Especially i m using GG + ring. It stomps
@@michamaciejewski2091 Smite is definitely very dangerous, especially in commanders with a lot of counterattack
Glad to see my theory’s confirmed by real math, good vid, Liu Che is the goat 🐐
Is it possible to talk about the math between Horn with talent VS Ring with talent? I critted my Ring 2 days ago, but I feel that +45 rage (from activating the horn at least 3x per skill cycle) would be enough to push down 1 second more from my skill cycle, which would be insane but on the other hand, a 50%+15% all damage for 2 seconds is also so tempting... any insights from you?
Talented Horn usage was depending on the Commander Talent. For example Attack talent did not benefit from crit horn, on the other hand other talent trees had potential to benefit. I will note this down and make vid in future.
big ask but any chance you would be able to help me make one of these for my struggling account 😅
Is ragnar prime/CJ good?
Have you calculated how many tries it takes on average to get a special talent? (for example 2.3 tries)
Very rough estimation is like 2.5 times. So if we round up, that would be 3 tries on average. But the number of tries is going to depend on what you score in your first try. As I mentioned in the video, if you get +25, you most likely refine total 4. +50 is 3 total and +75 is 2 total. And these 3 have similar chance of 30%. (kind of like rolling a dice that has similar probability of each side) And getting +100 in the first try is only 11%.
I think you did the precise math and came up with 2.3. Didnt you?
@@BilegtROK no i didnt it was just a random number
@@BilegtROKmy english isnt so good. i said that number so you can fully understand what i asked
@@BilegtROK but i have calculated and i found this rn 1st try=11% 2nd try=36.49% 3rd try=37.2821% 4th try=15.2279%
whats better craft horn for huo william or ring for nev joan as huo have much rage i dont know
Horn is still good for Huo. He doesnt generate more rage than other commanders, he just has less rage requirement to cast his skill.
What do you think about war drums? Do we need a war drum for the 5 march lineup?
I actually think horn+drums is best for open field. Personally I decided to build drums instead of rings. They will overrage sometimes, but if it means I can cast my skill 1 second earlier, I will take that. For 5 march it would be minimum 4 drums, assuming that they will proc once during skill cycle, to save 1 second. I havent done exact math yet, too complicated atm, but this is my initial opinion.
@BilegtROK I have just done some math with a few friends looking at multiple scenarios. In a perfect world 5 Drums would outperform 5 (uncrit) Horns by a slight edge. You have an average Skill cycle of around 6.8 with 5 Drums and around 6.98 with 5 Horn. (Tested on 20000 cycles) A problem comes around when you have a buffing commander like William or Trajan. (It doesn't matter much whether having one or both) The internal cooldown of Drum really nerfes it hard, making it overlap with other buffs and as a results in more than 3/4 the time resulted in a useless overrage. This problem you won't have with a Horn as its lack of cd and higher proc chance makes it way often to have it triggered on a different turn. We have an 5.78 avg Skill Cycle here with Horn only being 5.82. Having a Horn crit 5.75 (excluding the 3/4 times having buff commanders and Drum proc on the same turn) Crit on Horn makes it even greater. Problems come once one of your marches dies in combat as your skill cycles instantly are getting slowed down immensely as well as the actives being messed up. Conclusion: Ignoring all sorts of realism 5v5 Drums have a heads up. As soon as it hits less and one Drum is missing out the disturbance is incredible messing you up. In addition You need 4+ Drums to make the rage gain for your marches even the same as the Horn. Having Traja or William on the field makes the Drum lose significance even faster.
Said that, realisticly investing in Horn is smarter than running Drums as you cannot ignore every disturbance which happens just to make something work. Coming to Horn+Drum vs Horn+Ring now, that's an upgrade which is almost irrelevant. 😊 For getting a 0.15 reduction (which requires having both Trajan AND William) you will lose on all the damage you could have gotten from you Ring of Doom. (Exact difference was +1440 5 turn cycles and one less 7 turn cycles in 20000) All of that is getting lost when nit having those 2 buffers. Back to 6.38 we are again and just as a reminder. It would be 6.13 for Ring/Horn + William (excluding Trajan) (6.59 without both) So before running both Horn/Drum it would be wise to just optimise your Commander setup as William has basically 80% of the impact you would get swapping 5 rings to 5 drums. All stuff above I neee to give credit to sheepx2
@@MathewBates2639 wait a second I made a Typo error there (corrected my initial reply). I meant Drums instead of Rings lol so I am going for Horns+Drums. (for maximum rage generation) Good thing is that I dont have much Ring, I only have 1. So I can afford to just try the Horn+Drums. Honestly, I also agree that there is no reason to replace your already crafted 5 Rings for Drums. But the reason I decided to go for Horn+Drums combo instead of Horn+Ring is that Ring loses half its value on open field fighting. Since we constantly engage and disengage, sometimes we waste the trigger chance during disengage you know. (because you get the bonus for 2 seconds, not for the next 2 turns.)
@@BilegtROK That is exactly what I proved with mathematics to be the most efficient way to waste your materials and stuff if you read the comment 😆🤔
Hello thanks for the video love your kontent, Do you know what is the best talent tree for cy/hera?
Good video mate. Happy to finally see ppl thinking about rage building accordingly to what openfield is most of the times. Would have had to wait almost 3 years to see someone not assuming he gets counter attack base rage on any single turn… and to debunk also this misconception of overraging. You know me now, I have a little thing to say 🫣🫣🫣 : About the accessories with 10% chances… You are not guaranteed to get it 1 time per 10 turns. Especially in openfield. If you have hours of rally/garrison, yes sure, you will see more this tendency, but then you will get the cooldown messing it a bit. But, to come back to just mathematics and probabilities… if an accessory has 10% chances to be triggered by basic attack… on 10 turns, your probability to have 0 trigger is still 34,87% probability to happen (before even a cooldown to apply). So no, this isn’t « guaranteed ». And I think, this will be to consider when you might go for the video : Horn vs Drums, as I see some ppl are requesting 😉 One other point : we also have to consider the synergy between the two accessories. Horn and Ring are the best accessories for openfield, but also your Ring benefits of the horns, the more you stay in combat. Ring gets more value when it lands on an active skills as you mentioned in the video… so how to increase Ring potential value ? Having faster skill cycles (casting active skills more frequently) ? And what accessory does this the best ? 👀 … Horn
Also skills that cast twice like Joan Prime really makes a ring good, but you explained very well how they benefit from each other and also how the probability works. Thanks for clearing it up, people who aren't into mathematics won't think about it