Having all the same Cannon type and Level.

Discussion in 'Help' started by The*Defiant, Jun 24, 2017.

Dear forum reader,

if you’d like to actively participate on the forum by joining discussions or starting your own threads or topics, please log into the game first. If you do not have a game account, you will need to register for one. We look forward to your next visit! CLICK HERE
Thread Status:
Not open for further replies.
  1. The*Defiant

    The*Defiant Forum Freak

    It used to be (at some point in time) that a player had some type of "advantage" if they had, let's say, a boat full of all Voodoo cannons (Level 0 was probably all that we had back at this point in time) and of course, the highest level Voodoo Priest. I wonder if this still holds true and what is this "advantage"? In other words, do you dilute your boat's total firepower by mixing in say Firestorms and Voodoo cannons? (I know you gain on reload speed, but what about the mixing effect)? Thank you.
     
  2. A-R-K-Y

    A-R-K-Y Forum Overlooker

    The way it works now, is it takes the average for the standard values, e.g.:
    • Reload Time
    • Hit Chance
    • Range
    • Critical Hit Probability
    • Critical Damage
    • Occult Damage (Level 5 Voodoo Cannon VP Bonus)
    The only values which are set are values such as:
    • Elite Ammo Bonus
    • Gold Ammo bonus
    • ELP Bonus
    • EP Bonus

    Quick Examples:
    1. 100 Level 0 Firestorms and 200 Level 4 Dooms would give:
    • Reload: 3.95
    • Hit Chance: 75%
    • Range: 30
    • Critical Hit Probability: 20%
    • Critical Damage: 20%
    • Elite Ammo Bonus: 28000 (27000 from Doomhammers, 1000 from Firestorms)
    2. 100 Level 5 Voodoos (with Level 4 Voodoo Priest) and 200 Level 4 Dooms would give:
    • Reload: 4.21
    • Hit Chance: 75%
    • Range: 30
    • Critical Hit Probability: 20%
    • Critical Damage: 20%
    • Elite Ammo Bonus: 33000 (27000 from Doomhammers, 6000 from Voodoos)
    • Occult Damage: 8.25% (25% for full Voodoos Level 5, so 1/3rd is 8.25%)


    What this means is that you gain no real extra benefit for having X amount of 1 cannon and Y amount of another cannon, as most of the important stats work on an Average. Of course, there is the difference in Elite Ammo bonus which is important, but in my honest opinion by switching out some cannons for another type deliberately to reduce the reload for instance of Doomhammers, then you are missing out on the Elite Ammo Bonus which you would of gotten from the Doomhammers.

    If you can, just simply use the Best Cannon you can. If you dont have enough of the Best Cannon, then I would use the 2nd Best Cannon, then the 3rd, so on and so on.

    -Arky
     
  3. The*Defiant

    The*Defiant Forum Freak

    Thanks Arky. Much appreciated mate! If the Devastators were upgradeable and had the same elite ammo bonus scale as Doomhammers, they would be superior due to the Critical Hit probability starting at 50% for Level 0 Devastators.
     
  4. A-R-K-Y

    A-R-K-Y Forum Overlooker

    You're most welcome. Yeah, as it stands right now though, just their Critical Hit Chance and Critical Damage values are improved when upgrading :)

    -Arky
     
  5. As this has been answered

    ~Closed~
     
Thread Status:
Not open for further replies.