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Arenascape Advanced Players Guide


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As per community request, this thread has been moved out of the forum archives to serve as a historical reference for interested users.

 

~@Randox

 

Firstly if you have not read Weezcake's Topic ARENAscape New Player's Guide/FAQ you should do that http://forum.tip.it/viewtopic.php?t=200. This guide takes a more in-depth look at the game based on specs and supports, and how to make them work for you.

 

Specializations

Specs are a major part of this game. Certain Specs beat others and visa versa; it is comparable to that of a complicated game of Rock-Papers-Scissors. There are active and passive stats. Active stats play a major role in melee and passive stats do not. Certain specs are able to combine easier with other specs to form spec combos.

 

Experience Table

Spec 1* (At Combat Level) | Experience Used (%) 14.29% | Expected Value (%) 14.29% | Change 0% | Rank 4

Spec 2* (Combat Level +7) | Experience Used (%) 28.89% | Expected Value (%) 28.57% | Change .32% | Rank 6

Spec 3* (Combat Level +11) | Experience Used (%) 44.83% | Expected Value (%) 42.86% | Change .1.97% | Rank 7

Spec 4* (Combat Level +14) | Experience Used (%) 57.14% | Expected Value (%) 57.14% | Change 0% | Rank 4

Spec 5* (Combat Level +16) | Experience Used (%) 70.72% | Expected Value (%) 71.43% | Change -.71% | Rank 2

Spec 6* (Combat Level +18) | Experience Used (%) 85.48% | Expected Value (%) 85.71% | Change -.23% | Rank 3

Spec 7* (Combat Level +19) | Experience Used (%) 94.07% | Expected Value (%) 100% | Change -5.93% | Rank 1

 

This table shows how much experience it takes to spec in a stat, certain spec levels take up more or less experience than expected and therefore change how much free experience you have to put into supports. This does not mean avoid 3* as they are very strong and do not get 6* as they are one of the weakest specs, this table only shows that there are slight differences in experienced used but can help explain things in the future.

 

Active and Passive Specs/Stats

As said before certain stats affect Melee Rounds while others do not. Attack and Defense are entirely active whereas Hits is entirely passive. Active and Passive Specs/Stats do not tie into power, it is just an interesting lock into how well some specs work together.

 

Active/Passive (Spec) Table (Entirely Subjective!)

Attack 10/0

Defense 10/0

Strength 6/4 (Damage bonus is not entirely active, Attack bonus is not from Spec but from level [stat/support]))

Prayer 4/6 (Reflection is active, Healing is passive, Defense bonus is not from Spec but from level [stat/support])

Magic 2/8 (After round 6 and without animation, Magic has no effect on combat)

Ranged 1/9 (After bleeding Ranged has no effect on combat)

Hits 0/10 (Arguably, Strength Spec bonus is somewhat active at 4*+)

 

Active/Passive (Stat) Table (Entirely Subjective!)

Attack 10/0

Defense 10/0

Strength 7/3 (Damage bonus is not entirely active, Attack bonus is from stat)

Prayer 5/5 (Reflection is active, Healing is passive, Defense bonus is from stat)

Magic 1/9 (Drain Aura/Hits [length of Combat], After round 6 Magic has no effect on combat)

Ranged 1/9 (Drain Aura/Hits [length of Combat], After bleeding Ranged has no effect on combat)

Hits 0/10

 

Compatibility

Some specs work better alone and some work better when combined with other specs.

 

Attack: Strength, Prayer, Defense, Hits

Strength: Attack, Prayer, Defense, Hits

Prayer: Attack, Strength, Magic

Defense: Attack, Strength

Hits: Attack, Strength

Magic: Prayer

Ranged: None

 

Effective Spec Levels

Specs have different ranges of when they are Combined or on their own.

 

Attack: 2-3* Combo, 4-5* Solo

Defense: 2-3* Combo, 4* Solo (Really need some info here :P)

Strength: 2-4* Combo, 4-5* Solo

Hits: 2* or 4* Combo, 4-5* Solo

Magic: 2* or 4* Combo, 4-5* Solo

Prayer: 2*-3* Combo, 3-5* Solo

Ranged: 5* or 7* Solo

 

Attack

With specialization in Attack your accuracy increases most noticeably against Defense and Prayer Specs. The difference between your Attack level and your opponents Defense level is a Strength bonus. Having 3* or more in Attack allows you to carry out a Double Attack, although they are not guaranteed to hit you are able to carry them out even when you miss your regular attack. Attack is the counter to Defense. Depending on your Spec Combo you will want Attack higher/equal/lower than Defense depending on your individual Strengths and Weaknesses.

 

Defense

With specialization in Defense your opponent's accuracy decreases most noticeably against Attack and Strength Specs. The difference between your Defense level and your opponents Attack level is a negative Strength bonus for your opponent. Having 3* or more in Defense allows you to carry out a Counter Attack, although they are not guaranteed to hit you are able to carry them out even when you miss your regular attack. Defense is the counter to Attack. Depending on your Spec Combo you will want Defense higher/equal/lower than Attack depending on your individual Strengths and Weaknesses.

 

Strength

With specialization in Strength your melee Damage increases. The difference between your Strength and your opponent's Strength is an Attack bonus; this can work negatively so in certain cases where your opponent's Strength is very high your Strength acts as a Defense bonus. Having 3* or more in Strength allows you to carry out a Crushing Blow, although they are guaranteed to hit you are only able to carry them out when your regular attack is successful. Strength is very similar to Prayer. Depending on your Spec Combo you will want Strength higher/equal/lower than Prayer depending on your individual Strengths and Weaknesses.

 

Prayer

With specialization in Prayer your melee Healing/Reflecting Aura increases. The difference between your Prayer and your opponent's Prayer is a Defense bonus; this can work negatively so in certain cases where your opponent's Prayer is very high your Prayer acts as an Attack bonus. Having 3* or more in Prayer allows your aura to reflect more than 50% of a melee hit. Prayer is very similar to Strength. Depending on your Spec Combo you will want Prayer higher/equal/lower than Strength depending on your individual Strengths and Weaknesses.

 

How is it that Strength and Prayer Bonuses can go negative and give you a "bonus" in the opposite stat?

 

Attack - oponent defence = damage bounus

 

strenght - oponent strenght = attack bonus

 

prayer - oponent prayer = defence bonus..

 

Things go to negative numbers too there is some other koeficients how much this things influence actual formula but that is base ...

 

For example with the Srength spec, a 2* Strength character is used to having a slight Attack bonus due to having Strength 7 levels over combat fights a 5* Herc that is used to having a good Attack bonus due to having Strength 16 levels over combat. In this example the 2* Strength spec nullifies 7 Strength levels that would otherwise be calculated as Attack levels. When you negate these Attack levels that is the invisible Defense bonus working.

 

 

Strength Specs usually get an Attack bonus and "Defense" bonus unless they fight a higher Strength Spec.

Prayer Specs usually get a Defense bonus and "Attack" bonus unless they fight a higher Prayer Spec.

 

For Hits, Magic, and Ranged Information please see Weezcake's Topic ARENAscape New Player's Guide/FAQ. http://forum.tip.it/viewtopic.php?t=200

 

Supports

The "Super Stats" for each spec combo change from level to compensate for certain bonuses and entitlements that you acquire such as new Prayer Aura, Magic Spell, and Ranged Weapon. Sometimes depending on your level you will want Magic higher or Prayer higher or Ranged higher depending on the usefulness that you get at a particular support stat level. You don't have the ability to play around with your Speced stats do to losing your bonus, so you must do it with your support stats.

 

I think Adventurers have problems with this because you have the possibility of specing a stat in a battle in which you want it as high as possible, but also have the greater possibility of not specing a stat in which case you only want the stat to be at its highest Marginal Utility vs. experience (usefulness). You want you supports to be as useful as they can be (based on experience used) and that they complement your specs.

 

How can you determine what supports are right for you? Well, that I can't answer for you. Certain formulas are a mystery so it's anyone's guess. It is easy to determine that 110 Attack and 80 Ranged is better than 100 Attack and 100 Ranged but it becomes harder to determine what is better between

 

 

Attack: 90

Defense: 97 2*

Strength: 97 2*

Hits: 85

Magic: 74

Prayer: 90

Ranged: 73

 

Or

 

 

Attack: 88

Defense: 97 2*

Strength: 97 2*

Hits: 85

Magic: 84

Prayer: 88

Ranged: 73

 

The first stats compliment your specs more than the second stats because melee-heavy supports favor melee-heavy specs. So for a Knight you want Prayer, Paladin you want Defense, Crusader you want Strength, and as an Upholder you want Attack.

 

Total Utility (effectiveness), Marginal Utility (usefulness), and Experienced used is very important in determining what supports you should have. Total Utility can be figured out by how much damage or how many hits that particular stat provides. Marginal Utility is how much more Total Utility that stat gains from one level to the next. I'm currently working on a way to easily calculate how effective supports are (Currently near impossible due to how Attack and Defense effect a way how a battle turns out.)

 

Utility/Experience Calculations v0.01 ( :? )

This is where you get to put the fun stuff you just learned to use. Total Utility for each stat you have will change from fight to fight so you will want to do multiple tests on different speced opponents for best results. Take the Total Utility from the stat then multiply it by the percent of total experience the stat uses for its Marginal Utility.

 

Hits:

Hits used up in combat (do not use hits remaining)

 

Ranged:

Ranged damage

Reflection taken away from opponent

 

Magic:

Magic damage

Magic damage taken away from enemey

Reflection taken away from opponent

Animation discrepencies in successful hits and blocks

 

Prayer:

Aura total

Reflection damage

Attack and Defense bonus (?)

 

Defense:

Counter Attack Damage x3/4 (Attack and Strength)

Damage that you would have taken without Defense

(Average damage taken + calculated constant [x]) * number of rounds - (Number of rounds where defense failed * Average damage taken)

 

Attack:

Regular combat damage/2

Hits remaining/2

DA Damage * 3/4

CA Damage * 1/8

CB Damage * 1/4

Damage Bonus (?)

 

Strength:

Regular combat damage/2

Hits remaining/2

DA Damage * 1/4

CA Damage * 1/8

CB Damage * 3/4

Attack and Defense bonus (?)

 

Note: This is a work in progress and as such will be continually updated. If you have any questions/comments please post them so I can answer/confirm any concerns you might have

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Thanks for posting :) I was getting kind of worried after 20 views and 1 hour with no replies :lol:

 

 

 

 

 

 

 

Anything in particular help you the most? That way I know what to continually work on and expand.

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Thanks for posting :) I was getting kind of worried after 20 views and 1 hour with no replies :lol:

 

 

 

 

 

 

 

I think the sheer thoughtfullness of the post has intimidated people. :wink:

 

 

 

 

 

 

 

Anything in particular help you the most? That way I know what to continually work on and expand.

 

 

 

 

 

 

 

I couldn't even begin to give you advice on that guide. It's already way more in-depth than I've ever thought about AS. Very nice guide, and helpful too. Wow, that was so complex it scared me. :wink:

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"In so far as I am Man I am the chief of creatures. In so far as I am a man I am the chief of sinners." - G.K. Chesterton

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Thanks for posting :) I was getting kind of worried after 20 views and 1 hour with no replies :lol:

 

 

 

 

 

 

 

I think the sheer thoughtfullness of the post has intimidated people. :wink:

 

 

 

 

 

 

 

I hope not :oops: I'd like people to respond and help me improve it.

 

 

 

 

 

 

 

 

Anything in particular help you the most? That way I know what to continually work on and expand.

 

 

 

 

 

 

 

I couldn't even begin to give you advice on that guide. It's already way more in-depth than I've ever thought about AS. Very nice guide, and helpful too. Wow, that was so complex it scared me. :wink:

 

 

 

 

 

 

 

I've always been one to look in-depth at AS, I figured others would too and those that didn't deserved to be "enlightened" :wink:

 

 

 

 

 

 

 

Right now I'm looking at expanding and explaining Total Utility but I think it would be easier to explain Marginal Utility. Equipment plays a role into effectiveness too and I'll probably have to explain that too.

 

 

 

 

 

 

 

Heres something I'm looking at atm:

 

 

 

 

 

 

 

Combat level: 100

 

 

 

Attack: 100

 

 

 

Hits: 100

 

 

 

 

 

 

 

Attack Total Utility: ~105

 

 

 

Hits Total Utility: 100

 

 

 

 

 

 

 

Combat level: 100

 

 

 

Attack: 50

 

 

 

Hits: 50

 

 

 

 

 

 

 

Attack Total Utility: ~0

 

 

 

Hits Total Utility: 50

 

 

 

 

 

 

 

Also I'm trying to distinguish between Attack and Strength's Utility based on Melee Damage and Accuracy. For example:

 

 

 

 

 

 

 

Combat level: 100

 

 

 

Attack: 100

 

 

 

Strength: 100

 

 

 

Hits: 100

 

 

 

 

 

 

 

Attack Total Utility: ~105

 

 

 

Strength Total Utility: ~105

 

 

 

Hits Total Utility: 100

 

 

 

 

 

 

 

Combat level: 100

 

 

 

Attack: 1

 

 

 

Strength: 100

 

 

 

Hits: 100

 

 

 

 

 

 

 

Attack Total Utility: 0

 

 

 

Strength Total Utility: 0 (Perhaps not 0 due to Defense Bonus)

 

 

 

Hits Total Utility: 100

 

 

 

 

 

 

 

Combat level: 100

 

 

 

Attack: 100

 

 

 

Strength: 100

 

 

 

Hits: 1

 

 

 

 

 

 

 

Attack Total Utility: 0

 

 

 

Strength Total Utility: 0 (Perhaps not 0 due to Defense Bonus)

 

 

 

Hits Total Utility: 1

 

 

 

 

 

 

 

So in these examples you can see that stats effect how well other stats can do there job. I'm thinking of putting a minimum of 30 under combat for stats, that way it just makes things easier.

 

 

 

 

 

 

 

^^^The above won't be put into the guide, its just a thinktank or brainstorm of sorts.

 

 

 

 

 

 

 

Edit: Reduced size of the talk as it does not play much use anymore with 0.01 out. Still nice for future refference.

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Someone raised the question via PM:

 

 

 

 

 

 

 

How is it that Strength and Prayer Bonuses can go negative and give you a "bonus" in the opposite stat?

 

 

 

 

 

 

 

I answered in a section under the Strength and Prayer sections.

 

 

 

 

 

 

 

I am currently calculating Marginal Utility of Stats (Currently have done Hits, Ranged, Magic, and Prayer) I ave the feeling that it will be impossible to seperate Attack and Strength from each other due to how much they are intertwined.

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wow man you out did yourself on this one! this is VERY impressive. i wish i could help ya but i quite frankly dont think i could figure it out enough like you have, keep up the great work. and btw how long did it take you to type this?

Thrash111: Lv. 259 5* prayer

Shai: Lv. 253 5* Strength

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wow man you out did yourself on this one! this is VERY impressive. i wish i could help ya but i quite frankly dont think i could figure it out enough like you have, keep up the great work. and btw how long did it take you to type this?

 

 

 

 

 

 

 

Thanks for the comment. The only way to seperate out Attack and Strength's Marginal Values is to determine how big a role Strength plays in accuracy and how big a role Attack plays in damage (like you experience on Thrash) and that is done with help of all different types of players.

 

 

 

 

 

 

 

It didn't take that long to type as I have been thinking a lot about the topics covered here pretty lately, at most 3 hours. As said before this is anything but finished, I just posted this much as it was a big start of it and I would like comments on it :D

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Strength Specs usually get an Attack bonus unless they fight a higher Strength Spec.

 

 

 

Prayer Specs usually get a Defense bonus unless they fight a higher Prayer Spec.

 

 

 

 

 

 

 

I think it is more like...

 

 

 

 

 

 

 

Strength Specs usually get an Attack bonus and "Defense" bonus unless they fight a higher Strength Spec.

 

 

 

Prayer Specs usually get a Defense bonus and "Attack" bonus unless they fight a higher Prayer Spec.

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Strength Specs usually get an Attack bonus unless they fight a higher Strength Spec.

 

 

 

Prayer Specs usually get a Defense bonus unless they fight a higher Prayer Spec.

 

 

 

 

 

 

 

I think it is more like...

 

 

 

 

 

 

 

Strength Specs usually get an Attack bonus and "Defense" bonus unless they fight a higher Strength Spec.

 

 

 

Prayer Specs usually get a Defense bonus and "Attack" bonus unless they fight a higher Prayer Spec.

 

 

 

 

 

 

 

I had to think about that for a minute. I think that may be correct, but in a extreme example of why low Prayer is bad:

 

 

 

 

 

 

 

Person A: 100 Prayer

 

 

 

Person B: 50 Prayer

 

 

 

 

 

 

 

Person A gets a 100-50 or 50 Defence bonus.

 

 

 

Whereas

 

 

 

Person B gets a 50-100 or -50 Defense bonus, or a 50 Attack bonus for person A.

 

 

 

 

 

 

 

I suppose this is correct, I will change it.

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wonderful, nice job Not :D that proves that AS is not just a mere game of clicking unlike some others out there :wink:

 

 

 

 

 

 

 

It would be also nice to calculate when raising certain supports is no more benefeicial, eq having 2/2/2 and some other support at combat level would make an awful char

 

 

 

 

 

 

 

Also, I did not quite understand the utility part -

 

 

 

 

 

 

 

 

 

 

Combat level: 100

 

 

 

Attack: 100

 

 

 

Hits: 100

 

 

 

 

 

 

 

 

 

 

 

Attack Total Utility: ~105

 

 

 

Hits Total Utility: 100

 

 

 

 

 

 

 

why is attack utility 105 here?

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It would be also nice to calculate when raising certain supports is no more benefeicial, eq having 2/2/2 and some other support at combat level would make an awful char

 

 

 

 

 

 

 

Also, I did not quite understand the utility part -

 

 

 

 

 

 

 

 

 

 

Combat level: 100

 

 

 

Attack: 100

 

 

 

Hits: 100

 

 

 

 

 

 

 

 

 

 

 

Attack Total Utility: ~105

 

 

 

Hits Total Utility: 100

 

 

 

 

 

 

 

why is attack utility 105 here?

 

 

 

 

 

 

 

I just had to take a guess before I actually came up with the first formula, which is now up!

 

 

 

 

 

 

 

Utility/Experience Calculations v0.01 ( :? )

 

 

 

 

 

 

 

...blah blah blah... (edited out version 0.01, look at main post)

 

 

 

 

 

 

 

I definatly need feedback on this! I bolded part of your quote which is exactly what this formula does!

 

 

 

 

 

 

 

v0.01 can be found here for future refference and laughs:

 

 

 

Utility/Experience Calculations v0.01 ( :? )

 

 

 

This is where you get to put the fun stuff you just learned to use. Total Utility for each stat you have will change from fight to fight so you will want to do multiple tests on different speced opponents for best results. Take the Total Utility from the stat then multiply it by the percent of total experience the stat uses for its Marginal Utility.

 

 

 

 

 

 

 

Hits:

 

 

 

Hits used up in combat (do not use hits remaining)

 

 

 

 

 

 

 

Ranged:

 

 

 

Ranged damage

 

 

 

Reflection taken away from opponent

 

 

 

 

 

 

 

Magic:

 

 

 

Magic damage

 

 

 

Magic damage taken away from enemey

 

 

 

Reflection taken away from opponent

 

 

 

Animation discrepencies in successful hits and blocks

 

 

 

 

 

 

 

Prayer:

 

 

 

Aura total

 

 

 

Reflection damage

 

 

 

Attack and Defense bonus (?)

 

 

 

 

 

 

 

Defense:

 

 

 

Counter Attack Damage x3/4 (Attack and Strength)

 

 

 

Damage that you would have taken without Defense

 

 

 

(Average damage taken + calculated constant [x]) * number of rounds - (Number of rounds where defense failed * Average damage taken)

 

 

 

 

 

 

 

Attack:

 

 

 

Regular combat damage/2

 

 

 

Hits remaining/2

 

 

 

DA Damage * 3/4

 

 

 

CA Damage * 1/8

 

 

 

CB Damage * 1/4

 

 

 

Damage Bonus (?)

 

 

 

 

 

 

 

Strength:

 

 

 

Regular combat damage/2

 

 

 

Hits remaining/2

 

 

 

DA Damage * 1/4

 

 

 

CA Damage * 1/8

 

 

 

CB Damage * 3/4

 

 

 

Attack and Defense bonus (?)

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Example, we shall see...

 

 

 

 

 

 

 

White Knights Paladin Not Level (161)

 

 

 

vs.

 

 

 

Mega Titan Knight Level (164)

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

You are rank 2 Priest!!

 

 

 

You are rank 2 weaponmaster!!

 

 

 

You have rank 2 strength!!

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Enemy is rank 2 weaponmaster!!

 

 

 

Enemy has rank 2 strength!!

 

 

 

Enemy has rank 2 defense!!

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Preparations

 

 

 

Not casts Sky protective aura. It can prevent 79 hits

 

 

 

Mega Titan Knight casts Iron Skin protective aura. It can prevent 53 hits

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

MAGIC

 

 

 

Mega Titan Knight casts Melting Rain and

 

 

 

HIT for 15

 

 

 

Not casts Melting Rain and

 

 

 

HIT for 16

 

 

 

Not's aura absorbs 15 hits

 

 

 

Mega Titan Knight's aura absorbs 16 hits

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Not 145 Hit || Mega Titan Knight 150 Hit

 

 

 

--------------------------------------------------------------------------------

 

 

 

 

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

RANGED

 

 

 

Mega Titan Knight hits with Huge Sling for 22

 

 

 

Not's aura absorbs 19 hits

 

 

 

 

 

 

 

Not hits with Dragon Crossbow for 20

 

 

 

Mega Titan Knight's aura absorbs 16 hits

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Not 142 Hit || Mega Titan Knight 146 Hit

 

 

 

--------------------------------------------------------------------------------

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Round 1

 

 

 

 

 

 

 

Not attacks with Crystalline Battle Hammer and hits for 24 damage

 

 

 

 

 

 

 

Enemy Aura reflects 12 back to you!

 

 

 

 

 

 

 

Mega Titan Knight attacks with Titan Battle Axe and hits for 29 damage

 

 

 

Your Aura reflected 15 hits back to Mega Titan Knight

 

 

 

 

 

 

 

Not bleeds for 6 hits

 

 

 

Mega Titan Knight bleeds for 6 hits

 

 

 

Not's aura absorbs 19 hits

 

 

 

Mega Titan Knight's aura absorbs 9 hits

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Not 129 Hit || Mega Titan Knight 122 Hit

 

 

 

--------------------------------------------------------------------------------

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Round 2

 

 

 

 

 

 

 

Not attacks with Crystalline Battle Hammer and is blocked with Titan Tower Shield

 

 

 

 

 

 

 

 

 

 

 

Mega Titan Knight attacks with Titan Battle Axe and is blocked with Crystalline Kite Shield

 

 

 

 

 

 

 

Not bleeds for 6 hits

 

 

 

Mega Titan Knight bleeds for 6 hits

 

 

 

Not's aura absorbs 11 hits

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Not 134 Hit || Mega Titan Knight 116 Hit

 

 

 

--------------------------------------------------------------------------------

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Round 3

 

 

 

 

 

 

 

Not attacks with Crystalline Battle Hammer and is blocked with Titan Tower Shield

 

 

 

 

 

 

 

 

 

 

 

Mega Titan Knight attacks with Titan Battle Axe and misses

 

 

 

 

 

 

 

Not bleeds for 2 hits

 

 

 

Not Wound close!

 

 

 

Mega Titan Knight bleeds for 1 hits

 

 

 

Mega Titan Knight Wound close!

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Not 132 Hit || Mega Titan Knight 115 Hit

 

 

 

--------------------------------------------------------------------------------

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Magic - Round 3 -

 

 

 

 

 

 

 

Mega Titan Knight casts Melting Rain and

 

 

 

HIT for 16

 

 

 

 

 

 

 

Not casts Melting Rain and

 

 

 

HIT for 19

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Not 116 Hit || Mega Titan Knight 96 Hit

 

 

 

--------------------------------------------------------------------------------

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Round 4

 

 

 

 

 

 

 

Not attacks with Crystalline Battle Hammer and is stopped with Suit of Armour

 

 

 

 

 

 

 

 

 

 

 

Mega Titan Knight attacks with Titan Battle Axe and hits for 23 damage

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Not 93 Hit || Mega Titan Knight 96 Hit

 

 

 

--------------------------------------------------------------------------------

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Round 5

 

 

 

 

 

 

 

Not attacks with Crystalline Battle Hammer and hits for 25 damage

 

 

 

 

 

 

 

 

 

 

 

Mega Titan Knight attacks with Titan Battle Axe and is stopped with Ancient Titan Plate

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Not 93 Hit || Mega Titan Knight 71 Hit

 

 

 

--------------------------------------------------------------------------------

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Round 6

 

 

 

 

 

 

 

Not attacks with Crystalline Battle Hammer and hits for 14 damage

 

 

 

 

 

 

 

 

 

 

 

Mega Titan Knight attacks with Titan Battle Axe and hits for 30 damage

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Not 63 Hit || Mega Titan Knight 57 Hit

 

 

 

--------------------------------------------------------------------------------

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Magic - Round 6 -

 

 

 

 

 

 

 

Mega Titan Knight casts Melting Rain and

 

 

 

HIT for 18

 

 

 

 

 

 

 

Not casts Melting Rain and

 

 

 

HIT for 17

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Not 45 Hit || Mega Titan Knight 40 Hit

 

 

 

--------------------------------------------------------------------------------

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Round 7

 

 

 

 

 

 

 

Not attacks with Crystalline Battle Hammer and hits for 17 damage

 

 

 

 

 

 

 

 

 

 

 

Mega Titan Knight attacks with Titan Battle Axe and hits for 24 damage

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Not 21 Hit || Mega Titan Knight 23 Hit

 

 

 

--------------------------------------------------------------------------------

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Round 8

 

 

 

 

 

 

 

Not attacks with Crystalline Battle Hammer and hits for 14 damage

 

 

 

 

 

 

 

 

 

 

 

Mega Titan Knight attacks with Titan Battle Axe and is stopped with Ancient Titan Plate

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Not 21 Hit || Mega Titan Knight 9 Hit

 

 

 

--------------------------------------------------------------------------------

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Round 9

 

 

 

 

 

 

 

Not attacks with Crystalline Battle Hammer and hits for 18 damage

 

 

 

 

 

 

 

 

 

 

 

Mega Titan Knight attacks with Titan Battle Axe and misses

 

 

 

 

 

 

 

Mega Titan Knight falls unconscious on the floor.

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

Not 21 Hit || Mega Titan Knight -9 Hit

 

 

 

--------------------------------------------------------------------------------

 

 

 

 

 

 

 

--------------------------------------------------------------------------------

 

 

 

 

 

 

 

Battle Summary

 

 

 

 

 

 

 

Paladin Not WINS !!! In 9 round(s).

 

 

 

 

 

 

 

with v0.01

 

 

 

Rounds: 9

 

 

 

 

 

 

 

Starting Hits: 145

 

 

 

Remaining Hits: 21

 

 

 

Hits Utility: 124

 

 

 

 

 

 

 

Ranged Damage: 33

 

 

 

Reflection Damage Taken Away: 0 (Subjective in this fight)

 

 

 

Ranged Utility: 33

 

 

 

 

 

 

 

Magic Damage: 53

 

 

 

Reflection Damage Taken Away: 0 (Subjective in this fight)

 

 

 

Magic Utility: 53

 

 

 

 

 

 

 

Aura Total: 79

 

 

 

Reflection Damage: 15

 

 

 

Attack and Defense Bonus: 20 (:?)

 

 

 

Prayer Utility: 114

 

 

 

 

 

 

 

(30)*(9)-(4)*(26.5) = 164 (Best I can do at this time)

 

 

 

Defense Utility: 164

 

 

 

 

 

 

 

Combat Damage: 112

 

 

 

Hits Remaining: 21

 

 

 

Damage Bonus: 0

 

 

 

Attack Utility: 133

 

 

 

 

 

 

 

Combat Damage: 112

 

 

 

Hits Remaining: 21

 

 

 

Attack and Defense Bonus: 0

 

 

 

Strength Utility: 133

 

 

 

 

 

 

 

Attack: 168

 

 

 

Defense: 154

 

 

 

Strength: 168

 

 

 

Hits: 145

 

 

 

Magic: 144

 

 

 

Prayer: 168

 

 

 

Ranged: 127

 

 

 

 

 

 

 

Experience (%)

 

 

 

Attack: 28.88

 

 

 

Defense: 7.22

 

 

 

Strength: 28.88

 

 

 

Hits: 2.96

 

 

 

Magic: 2.68

 

 

 

Prayer: 28.88

 

 

 

Ranged: 0.50

 

 

 

 

 

 

 

Attack: 4.61 (Based on Experience)

 

 

 

Defense: 22.71

 

 

 

Strength: 4.61

 

 

 

Hits: 41.89

 

 

 

Magic: 19.78

 

 

 

Prayer: 3.95

 

 

 

Ranged: 66

 

 

 

 

 

 

 

Total Utility: 163.55

 

 

 

Level: 161

 

 

 

Class: Paladin

 

 

 

 

 

 

 

Remember that Utility of each stat changes from fight to fight, based on what specs your opponent has. Whatever you spec in will have relativly low Utility/Experience because so much experience is put in that spec.

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I think that the exp tables are mostly accurate, but may need a bit more refining.

 

 

 

 

 

 

 

For example, according to the chart, 2/2/3 and 3/4 are not possible since they add up to over 100%, but they are possible, although there is extremely little room for supports.

ixfd64.png

 

ARENAscape:

 

Baratus [AS] max hit: 166 with Moon Battle Hammer

ixfd64 [AS] max hit: 116 with (untitled spell #2)

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I think that the exp tables are mostly accurate, but may need a bit more refining.

 

 

 

 

 

 

 

For example, according to the chart, 2/2/3 and 3/4 are not possible since they add up to over 100%, but they are possible, although there is extremely little room for supports.

 

 

 

 

 

 

 

I don't really feel like changing it, but good eye anyways :wink: So, I'm letting this guide die. At least until I finish something else. :twisted:

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Whoah thats really good and intresting guide. Good job writing it :) .

 

 

 

Haven't readet it all yet, its so long! :lol: (but thats just a good thing). But I notced one thing that could be fixed: the str, hits, prayer and magic solos got up to 6* and hits to 7*.

Reality is hundreds of times more beautiful and more interesting than delusions. Fairy tales just tend to be easier to follow than the wonderful intricacies of life.

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the str, hits, prayer and magic solos got up to 6* and hits to 7*.

 

 

 

 

 

 

 

I did not write my guide with characters with lows on my mind. Strength and Prayer aren't at their "prime" at 6-7*. Magic can be worked at 6* but I don't think so well at 7*. Hits, well I just don't know about Hits.

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Hey, should this be stickyed? I hate seeing such a good guide to sink.

Reality is hundreds of times more beautiful and more interesting than delusions. Fairy tales just tend to be easier to follow than the wonderful intricacies of life.

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Hey, should this be stickyed? I hate seeing such a good guide to sink.

 

 

 

 

 

 

 

No, not this guide, but look forward to any future guide that may or may not be coming in 2-3 months. :wink:

 

 

 

 

 

 

 

I'm letting this guide go down because of the flaws that are in the calculations for "Total Utility" and "Marginal Utility". So I'm going to take a whole different approach to explain it.

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