![]() Collectively, these are the core reason why mobs that have seemingly higher non-speed stats than the player but aren’t able to beat you.įollowed by that is the question of how much speed do you need to make a difference. Finally, when it comes to crowd control, turn meter manipulation, and buffs/debuffs placing, having fewer turns overall can be even more devastating. Under a damage-taking scenario where Champion B takes 10,000 damage per turn for 2 turns, it simultaneously hints at the fact that Champion A would’ve only taken 5,000 damage per turn as he/she had moved 4 turns. The story of damage avoidance follows the same idea. Even with the same amount of damage per turn, A effectively doubles the damage. ![]() ![]() While B has taken 10 turns, A has already taken 20 turns. Then, what it effectively insinuates is that Champion A will deal twice as much damage as Champion B over the same number of turns. Champion A moves twice as often as Champion B. Let’s say Champion A has a speed of 180 and Champion B has a speed of 90. How? Suppose there are two champions, Champion A and Champion B, both have expected damage per turn (DPT) of 50,000. Speed is the only attribute of the game that linearly scales damage, damage avoidance and ability usage. Hence, regardless of which case study applies to your situation, I recommend at least glancing through the Concepts & Mechanisms section. Nevertheless, the discussion on concepts and mechanisms goes beyond the scope of mere Clan Boss scenarios that extends to every battle of the game. The case studies of this literature mainly focus on the Clan Boss battles. The purpose of this writing is to introduce speed concepts, examine turn meter mechanisms and apply them to areas of the game.
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