Jump to content
Generations

Golderning Vs Turtlegeneral

Recommended Posts

Posted (edited)

Well depends if your wearing 2x Fallen Bishop Hibram Cards....if so then Turtle general will do better~

And if you were to wear 1x FBH then I believe you can add 2xGoldenring and it'll work....(Might be wrong, sorry)

Edited by Amicable
Posted

That'll work 2tg while using 2fbh....heck I use Incant+2tg+skel with 2 fbh and its fine :) But i tried testing Incant+2 goldenring+skel with 2fbh......didnt work well -_____-

Posted

Um....I still dont believe goldering will stack with 2 fbh....It might work with 1 fbh? Try that...if you can that is

Posted

As far as I know the only thing is that Goldenring and FBH cards do not stack. If it is because of the amount of buff it gives that the server do not handle it or if it was made to work that way I don't know, I just know that they do no stack.

  • Like 1
Posted (edited)

actually they stack but do not stack well compared to TG.

from ro data zone

http://rodatazone.simgaming.net/mechanics/attacks.php

21. Apply Damage Bonus modifiers.

  • Damage Bonuses are based on Size, Family, Elemental Property and Special. Bonuses of the same type stack, while bonuses of differing types multiply together. The overall calculation can be expressed as (1+SizeBonusesTotal/100) * (1+FamilyBonusesTotal/100) * (1+PropertyBonusesTotal/100) * (1+SpecialBonusesTotal/100).
  • Many cards and other equipment can give Size, Family or Elemental Property Bonuses.
  • Currently, there are no known Special Bonuses.
FBH&Goldenring=FamilyBonus, SkelWorker=SizeBonus, TG falls in another category creating it own parenthesis

(1+SizeBonusesTotal/100) * (1+FamilyBonusesTotal/100) * (1+PropertyBonusesTotal/100)

e.g. 2FBH, 2TG 1SkelWorker

((1+.15(1[skelWorker])) * (1+.5*(2[FBH])) * (1) * (1+.2(2[TG])) = 3.22 Damage Modifier

e.g. 2FBH, 2TG, 1Goldenring

(1) * (1+.5*(2[FBH])+.25(1[Goldenring])) * (1) * (1+.2(2[TG])) = 3.15 Damage Modifier

e.g. 2FBH, 1TG, 2Goldenring

(1) * (1+.5*(2[FBH])+.25(2[Goldenring])) * (1) * (1+.2(1[TG])) = 3 Damage Modifier

The idea is to have the right amount of varying cards giving bonus to size, family and property and other damage modifiers.

Sorry for the geeky post.

i misclicked the vote this post down XD sorry [GM] Justice

Edited by xXxJCxXx
  • Like 1


×
×
  • Create New...