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What to reasearch?

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Post by Urapeasnt Mon Sep 24, 2012 5:57 pm

so little magic spar and allot to upgrade I have 13 now but with the new building i'm going to have to make some crucial decisions. what research will you invest in?
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Post by bullseyed Mon Sep 24, 2012 7:34 pm

I've only got 5 at the moment. This is going to get complex fast from the little I saw. I immediately upgraded the building to level 2, so I can't even poke around for another 400 minutes or something stupid.


Edit: With gems it looks like you can fuse 4 gems into a better gem. I wonder where the cap is with those. Can you keep fusing gems into better gems? How many sockets does each piece of gear have? Can you remove gems after socketing them?

So many questions....
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Post by bullseyed Mon Sep 24, 2012 7:52 pm

Ok some data:

Upgrade Gold Production Capacity: cost 3 spar, time 1 hour.
Upgrade Crystal Production Capacity: cost 3 spar, time 1 hour.
Upgrade Unit Evasion: costs 4 spar, time 2 hours.
Upgrade Movement Speed: cost 4 spar, time 2 hours.
Upgrade Recruitment Speed: cost 6 spar, time 2 hours.
Upgrade Unit Health: cost 8 spar, time 3 hours.
Upgrade Castle Wall Strength: cost 8 spar, time 3 hours.
Upgrade Normal Attack: cost 8 spar, time 3 hours.
Upgrade Piercing Attack: cost 10 spar, time 4 hours.
Upgrade Magic Attack: cost 12 spar, time 4 hours.
Upgrade Attack Speed: cost 14 spar, time 5 hours.
Upgrade Critical Hit Rate: cost 16 spar, time 5 hours.
Upgrade Heavy Hit Rate:
Upgrade Unit Resistance:


I can't see the last two with my fort because it is too low level.

I would think unit health/attack speed would be the first to go after, because it helps all units. Heavy hit rate is new ("causes dizzy" which sounds like a "stun" attack). If that is overpowered, it would be the first to go after.
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Post by lotak.xavier Mon Sep 24, 2012 7:55 pm

bullseyed wrote:I've only got 5 at the moment. This is going to get complex fast from the little I saw. I immediately upgraded the building to level 2, so I can't even poke around for another 400 minutes or something stupid.


Edit: With gems it looks like you can fuse 4 gems into a better gem. I wonder where the cap is with those. Can you keep fusing gems into better gems? How many sockets does each piece of gear have? Can you remove gems after socketing them?

So many questions....

I believe I can answer 2 of your questions.

I believe each weapon and armour has one socket.
You can remove the gems, but at a cost of 1,000 crystals. The gem IS returned to your inventory and there seems to be no penalty to the gem.

I'll check in 30 minutes what the costs and stats are of the last two if available (I'm level 22 on Fort)
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Post by Urapeasnt Mon Sep 24, 2012 8:05 pm

The new features will make attacking more strategic and you can use mojo to get them or get lucky in the arena... its good that updating gives you back some spar for level one so i will focus on those for now
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Post by bullseyed Mon Sep 24, 2012 8:18 pm

lotak.xavier wrote:I believe I can answer 2 of your questions.

I believe each weapon and armour has one socket.
You can remove the gems, but at a cost of 1,000 crystals. The gem IS returned to your inventory and there seems to be no penalty to the gem.

I'll check in 30 minutes what the costs and stats are of the last two if available (I'm level 22 on Fort)

That is great news. 1,000 crystal is essentially no cost.

In the store you can only buy level 1 and level 2 gems, so it looks like 4 level 1 gems = 1 level 2 gem. So you can socket stuff with a level 1 gems until you get four of them, pop them all out and fuse it into 1 better gem and re-socket.

I've got to think that leveling up individual troops is worth a lot less now... Why upgrade a troll for an extra 2 attack if you can upgrade all piercing damage based units by 2 for less cost? I regret all the troop leveling I've done... I wish I could get the spar back, lol.

This makes spar even more in demand though and doesn't seem to add any ways to get more spar... the farming of adventure mode will get more tedious... I wish I could trade gear fragments for spar...
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Post by bullseyed Mon Sep 24, 2012 8:21 pm

Oh also there is a task that rewards 3 spar for upgrading gold production rate, which costs 3 spar. So everyone should do that one first off, since it is free.

Evasion costs 4 but rewards 3, so that is almost free as well.


Edit: the auto lever for arena... does that mean you'll play a random person with whatever troops you put in? That seems like a bad idea... does it reward something good?
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Post by Urapeasnt Mon Sep 24, 2012 8:31 pm

bullseyed wrote:Oh also there is a task that rewards 3 spar for upgrading gold production rate, which costs 3 spar. So everyone should do that one first off, since it is free.

Evasion costs 4 but rewards 3, so that is almost free as well.


Edit: the auto lever for arena... does that mean you'll play a random person with whatever troops you put in? That seems like a bad idea... does it reward something good?
ya you send in your formation and whatever is left will attack the next opponent you get random spins and see all you win when it is done
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Post by lotak.xavier Mon Sep 24, 2012 8:33 pm

bullseyed wrote:
That is great news. 1,000 crystal is essentially no cost.

In the store you can only buy level 1 and level 2 gems, so it looks like 4 level 1 gems = 1 level 2 gem. So you can socket stuff with a level 1 gems until you get four of them, pop them all out and fuse it into 1 better gem and re-socket.

I've got to think that leveling up individual troops is worth a lot less now... Why upgrade a troll for an extra 2 attack if you can upgrade all piercing damage based units by 2 for less cost? I regret all the troop leveling I've done... I wish I could get the spar back, lol.

This makes spar even more in demand though and doesn't seem to add any ways to get more spar... the farming of adventure mode will get more tedious... I wish I could trade gear fragments for spar...

Upgrade Heavy Hit Rate: cost 18 spar, time 6 hours 0% -> 3%
Upgrade Unit Resistance: cost 20 spar, time 6 hours 0% -> 7%

Yeh, it does seem a little bit of a waste now, but who were we to know that? However, the attack only goes up by 4%, which is only +1 damage / 25, so its not that impressive.
The unit health one seems to be pretty good though.
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Post by Urapeasnt Mon Sep 24, 2012 8:34 pm

so many upgrades so little spar
I think its harder to win spar in the arena nowI get mojo easier tho no complaints there
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Post by bullseyed Mon Sep 24, 2012 8:40 pm

Urapeasnt wrote:so many upgrades so little spar
I think its harder to win spar in the arena nowI get mojo easier tho no complaints there

IMO that is related to level. My fort at levels 12-20 gets spar nearly every time I spin the wheel and it is on there. On my high level account I get jack.
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Post by Urapeasnt Mon Sep 24, 2012 8:42 pm

bullseyed wrote:
Urapeasnt wrote:so many upgrades so little spar
I think its harder to win spar in the arena nowI get mojo easier tho no complaints there

IMO that is related to level. My fort at levels 12-20 gets spar nearly every time I spin the wheel and it is on there. On my high level account I get jack.
I think they believe we are such a high level so we don't need it or the percentage for each hero is different.
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Post by bullseyed Mon Sep 24, 2012 11:00 pm

Unless I'm reading something wrong with the task, it looks like I was wrong when I said there are only level 1 and level 2 gems. It appears one of the tasks is to forge a level 4 gem.

Maybe they cap at level 5 or 6? Like buildings and troops?
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Post by lotak.xavier Mon Sep 24, 2012 11:07 pm

bullseyed wrote:Unless I'm reading something wrong with the task, it looks like I was wrong when I said there are only level 1 and level 2 gems. It appears one of the tasks is to forge a level 4 gem.

Maybe they cap at level 5 or 6? Like buildings and troops?

At present, 4 is the minimum level cap. No one can know if there is a higher level cap unless Camel tells us, or someone spends 640 mojo to get a level 4 gem and see if it can be increased to 5. This assumes that 4 gems of grade n makes a gem of grade n+1
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Post by Urapeasnt Mon Sep 24, 2012 11:07 pm

This is cool who is going to buy gems?
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Post by lotak.xavier Mon Sep 24, 2012 11:29 pm

Urapeasnt wrote:This is cool who is going to buy gems?

Well, it ain't gonna be me!
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Post by bullseyed Mon Sep 24, 2012 11:37 pm

600 mojo is only like $20, right? Someone has to have tried by now...
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Post by Urapeasnt Mon Sep 24, 2012 11:54 pm

would be a waste you get 100 plus mojo a week in the arena i'm
surprised you cant buy magic spar
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Post by lotak.xavier Mon Sep 24, 2012 11:59 pm

If you go to the inlay gems bit and click on the exclamation mark, you see the message.
"If a gem of a specific type is already inlaid in your equipment, inlaying another gem of the same type will lower its effectiveness (except for Life Gems)

Not really sure what to make of this. Does it mean that if you add a (say) agility gem into your weapon (+3%) then add an identical one into an armour, it will only add (say) 2.5%, giving a total of 5.5%?

Or does it mean if you inlay a weapon with a gem, them replace it with a upgraded gem, its effectiveness is reduced?

Could Camel clarify?
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Post by joshd Tue Sep 25, 2012 12:05 am

i think what they are saying is that if you put an agility gem on your weapon and then put one on a piece of armor it will either not add any percentage or a severly reduced percentage. im sure when you get to the higher level gems its like plus 15 or 20%, its probably just there way of keeping you from stacking percents and getting a 85% dizzy rate, that would make you nearly invincible.
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Post by bullseyed Tue Sep 25, 2012 12:15 am

lotak.xavier wrote:If you go to the inlay gems bit and click on the exclamation mark, you see the message.
"If a gem of a specific type is already inlaid in your equipment, inlaying another gem of the same type will lower its effectiveness (except for Life Gems)

Not really sure what to make of this. Does it mean that if you add a (say) agility gem into your weapon (+3%) then add an identical one into an armour, it will only add (say) 2.5%, giving a total of 5.5%?

Or does it mean if you inlay a weapon with a gem, them replace it with a upgraded gem, its effectiveness is reduced?

Could Camel clarify?

I'm assuming it means that like most MMORPG type games, there are diminishing returns on stats. Otherwise long term you could get 100% evasion and never take damage or something.
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Post by ELTRYHARD Tue Sep 25, 2012 1:10 am

So confusing... I just downloaded the new update right now. I still think upgrading your troops is better than using spar on all of this. I don't really like this update though. There is so much lag. Neutral

EDIT: Nevermind, i'm not having any lag issues now. And i'm starting to understand everything now. This update is great!
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Post by bullseyed Tue Sep 25, 2012 4:33 pm

You now get big bags of gems and spar every 10 levels. Great. I just cracked 20 on my fort one day before the update...

My castle is at 31. Sigh.
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Post by bullseyed Tue Sep 25, 2012 7:39 pm

EXCITING UPDATE: ALL ADVENTURE LEVELS NOW HAVE A CHANCE TO AWARD SPAR.


My fort farms level 10 in The Iron Forest and was awarded 2 spar on 12 clears today.
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Post by Urapeasnt Tue Sep 25, 2012 7:51 pm

Ya they have to do this because you hardly get it in the arena now i wonder if they will make more armor and new weapons this will get interesting for newer players and easier for players that bought everything and have allot of mojo to spear
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