When you think about openfield battles as we most usually play it, is kind of constant back and forth, trying to reach your active skills, then pulling back before being targeted… and so on. So the crucial part is to have this first skill cycle as short as possible. And for this, Horn is really important. It’s probably this first cycle where the accessory can get the most value. Same for Feral Nature. Both association can shorten this first cycle very frequently. Until first skill is fired off, rejuvenate is not even part of the equation. Plus if you are not targeted you don’t benefit of the CA base rage, and the compensated rage is very uncertain. For the simulators as we know them actually, all based on the 220 raw cap theory, I would be still cautious about it, in particular in situations you receive a lot of rage in consecutive turns (like from external sources for example). Did you ever try to run tests to have the fastest skill cycle possible in reality (so in game)? Enter the expected rage you get in every turn, based on a raw cap, and see if it matchs the theory and the reality ?
totally correct. First cycle is the most important cycle. First cycle has a very low risk of over raging. Therefore horn, feral, all good. Also, the talents that give 9 rage per attack is also very important.
@@Busdriver3092 Thanks so much for all your videos. I know you are super busy in RL, so I just wanted to say thanks. All the messages in the RoK content creator universe often conflict. I trust your analysis as a low/mid spend. Maybe a video idea? Do some end of year short videos on Primary Commanders: skill tree set ups, top three pairings and ideal equipment for field fighting, including which accessories you recommend. So LC, Nevsky, Joan, Guan, Scipio, WW etc. would all get brief 5 minute quick videos. Just a thought--would be awesome! Thx again.
@@dennist8123 correct. Rage reductions always take place after rage gain. Could be very powerful in a swarm garrison situation in conjunction with a WW rage reduction talent. Probably not so much in the mb though
Ring, as it can proc on the first turn but the horn will give you KO benefit until you get to use your active skill. A lot of fights you run away before doing a skill.
I will disagree with you on this. You need as much rage you can get as possible in a turn to do your active skill more frequent. That one second also could get you focused and turn your march to yellow or even red quick. The question is, what accessory is better than the horn of fury to put it in that slot? If it is a damage accessory (normal damage or skill damage) with diminishing return, do they actually add value to your overall damage?
Gotta remember that no matter what you use, you're only going to gain 220 rage per turn at max. So beyond that, next step in terms of power would be rage reduction. Stacking silent trials on top of something like WW rage reduction could potentially be very powerful. You can reduce ALOT of rage in a swarming situation by virtue of stacking a bunch of crit silent trials.
@@GrowmietheGreen You cant reach 220 per turn in open without horn, feral nature and you doing only basic attacks. The horn have a 30% chance to activate when doing basic attacks. Just one activation will cancel 3.8 to 5 turns of specialised silent trial. Also the iconic levels for legendary accessories. In my opinion, Silent trial isn't even considered in field.
I was just making this point a few days. I'm like in a ball and your hitting in and out the timing of when your doing active skill and the rage count is different
Anytime anyone talks about rage, they always assume that they get the 17 rage from counter attack. In reality, that is just not good fighting. A good fighter avoids dealing counter attack, as they want to only attack things that aren't attacking directly back. Wick seriously had a problem in pushing his overrage agenda and wanted everyone to count 17 rage every turn, so he could sell his pet theory. This is so much more the relevant of a discussion when it comes to sige. Sige do not want to EVER deal counter attack. So, the chances of overraging for sige is ever so much the less likely than what wick would want you to believe. None the less, we do credit him for the good math. We can use the math, but we don't have to buy his over-raging package whole sale. We can think for ourselves, even while applying his math to our own situations.
But you're being dealt counterattack every time you pew them 🤔 theres no way to fully avoid counterattack as a siege march. Thats the only damage you receive in V formation if I recall correctly, when pew pewing. Counterattack is received no matter where you are, every time you attack.
When you think about openfield battles as we most usually play it, is kind of constant back and forth, trying to reach your active skills, then pulling back before being targeted… and so on. So the crucial part is to have this first skill cycle as short as possible. And for this, Horn is really important. It’s probably this first cycle where the accessory can get the most value. Same for Feral Nature. Both association can shorten this first cycle very frequently. Until first skill is fired off, rejuvenate is not even part of the equation. Plus if you are not targeted you don’t benefit of the CA base rage, and the compensated rage is very uncertain. For the simulators as we know them actually, all based on the 220 raw cap theory, I would be still cautious about it, in particular in situations you receive a lot of rage in consecutive turns (like from external sources for example). Did you ever try to run tests to have the fastest skill cycle possible in reality (so in game)? Enter the expected rage you get in every turn, based on a raw cap, and see if it matchs the theory and the reality ?
totally correct. First cycle is the most important cycle. First cycle has a very low risk of over raging. Therefore horn, feral, all good. Also, the talents that give 9 rage per attack is also very important.
should i copy your nevsky skill tree shown in the video if i have a horn on him ? or just use the standard one with feral ?
Which city skin will be better for infa after the update , twilight fall or 10% defense?
Twilight falls if your running more than 3 skill damage marches…
@akinirenji thanks bro
So therefore, is Silent Trial more valuable than previously thought? Slowing the enemy rage by even a half second might be critical?
@@davidw.5185 no it’s less valuable
@@Busdriver3092 Thanks so much for all your videos. I know you are super busy in RL, so I just wanted to say thanks. All the messages in the RoK content creator universe often conflict. I trust your analysis as a low/mid spend. Maybe a video idea? Do some end of year short videos on Primary Commanders: skill tree set ups, top three pairings and ideal equipment for field fighting, including which accessories you recommend. So LC, Nevsky, Joan, Guan, Scipio, WW etc. would all get brief 5 minute quick videos. Just a thought--would be awesome! Thx again.
So we can get screenshots of each setup....lol
Silent trial (and I assume all rsge debuffs) are applied after all rage buffs, so effectively lower the 220 ragecap
@@dennist8123 correct. Rage reductions always take place after rage gain. Could be very powerful in a swarm garrison situation in conjunction with a WW rage reduction talent. Probably not so much in the mb though
If u were using a huo beli or huo joan, do u think a ring or horn would be more valuable as a first accessory?
I'm more of a horn fan since it grants you your first skill cycle faster, which is crucial in the field
Ring, as it can proc on the first turn but the horn will give you KO benefit until you get to use your active skill. A lot of fights you run away before doing a skill.
Well, if u have a chance to launch a Skill on turn 7 instead of 8, I think it's awesome. It's all about the first 10 turns in open field.
I will disagree with you on this. You need as much rage you can get as possible in a turn to do your active skill more frequent.
That one second also could get you focused and turn your march to yellow or even red quick.
The question is, what accessory is better than the horn of fury to put it in that slot?
If it is a damage accessory (normal damage or skill damage) with diminishing return, do they actually add value to your overall damage?
Gotta remember that no matter what you use, you're only going to gain 220 rage per turn at max. So beyond that, next step in terms of power would be rage reduction. Stacking silent trials on top of something like WW rage reduction could potentially be very powerful. You can reduce ALOT of rage in a swarming situation by virtue of stacking a bunch of crit silent trials.
@@GrowmietheGreen You cant reach 220 per turn in open without horn, feral nature and you doing only basic attacks.
The horn have a 30% chance to activate when doing basic attacks. Just one activation will cancel 3.8 to 5 turns of specialised silent trial.
Also the iconic levels for legendary accessories. In my opinion, Silent trial isn't even considered in field.
I was just making this point a few days. I'm like in a ball and your hitting in and out the timing of when your doing active skill and the rage count is different
thank god you do account for NOT dealing counter attack every turn. Too many content makers fail to ever make that distinction. lol. Nice!
Anytime anyone talks about rage, they always assume that they get the 17 rage from counter attack. In reality, that is just not good fighting. A good fighter avoids dealing counter attack, as they want to only attack things that aren't attacking directly back. Wick seriously had a problem in pushing his overrage agenda and wanted everyone to count 17 rage every turn, so he could sell his pet theory. This is so much more the relevant of a discussion when it comes to sige. Sige do not want to EVER deal counter attack. So, the chances of overraging for sige is ever so much the less likely than what wick would want you to believe. None the less, we do credit him for the good math. We can use the math, but we don't have to buy his over-raging package whole sale. We can think for ourselves, even while applying his math to our own situations.
Siege you mean??
@@zkx2417 yes bro obviously lol
@@frax7186 🫣
@@zkx2417 No its a new unit type
But you're being dealt counterattack every time you pew them 🤔 theres no way to fully avoid counterattack as a siege march. Thats the only damage you receive in V formation if I recall correctly, when pew pewing. Counterattack is received no matter where you are, every time you attack.