![]() ![]() ![]() Seashore Retreat and Guardhouse both are equally more problematic now, since minions are immediately situated right in front of you and there is little room to escape. The variable dodge mechanism has made smaller trap rooms even more dangerous. Speaking in the context of raiding ( since it’s the most common gameplay in DH5), the new ‘ Meta‘, or what is currently considered good in the game, can be broken down in terms of Trap Rooms and Minions. This will also include strategies to cope with the modifications in combat mechanics.įor those who have yet to see the earlier post about the changes from the most recent update, do give it a read here before proceeding. □Ĭontinue reading “Combat 2.Now that we have covered the changes, the next part looks into what actually has been impacted and what exactly do we have to look out for. I read it’s a real turn-off in some publications, but if you want to actually know how it works, we’ve got to dig into the good stuff. Against Players & Predicted formula & Suggestions to deal with itīe warned, you’ll be stepping into territory that involves some (hopefully simple) math formula.Hypothesis & Initial Experiment This will be a 3-part series that breaks down the understanding of the damage calculation into several posts to be released in intervals of every week ( I hope): I’ll do, however, make the best out of what I have and try my best to unravel this mystery. ![]() Thus, I’ll be running a series of experiments in testing out against a variety of minions and keepers as I possibly can with my current set of gears.ĭo note that I’m a considerably semi-free player so I don’t have all possible gear combinations. Since the latest release of the Adamant Alliance series 2 update last week, I’ve been attempting to make sense of how the combat system actually works. ![]()
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