Basic Gear and Gem set-up illustrations

citrine gemI have noticed a trend on Line in the last few weeks, and I feel stupid for not doing this sooner. It’s really simple: A picture says more than a thousand words. And over the past few weeks, I have seen plenty of illustrations/pictures that depict certain elements of the game, as a short guide so to speak.

And if we look at gear and gems for example, I have articles on Best gear Sets, where and how to use Gems, which gear attributes go where when…and then we have Hero Skills going in the mix as well….

And although they are good reads to get familiar with he material, it’s mostly text and not suited for quick referencing. And while chatting such as in Line, it is much easier to give a picture than explaining it word by word every time. So here below the fold I have posted some illustrations for basic gear/gem set-ups. I know other versions are also around, but hey, I like some photoshopping and I like it to be available on the site.

Feel free to download them and share them on for example Line, whenever a tournament starts again and people start asking the same questions.

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Hero Skills: When to use which?

skill morale boostHero Skills have been released for a while now, with even a new batch of offensive Skills released recently. But which skills are best in certain situations? In this article I while detail a number of situations and sketch a number of ways on which Skills are most useful in each. Some are very straightforward, others require some more thought. In the end, this will not be a long or difficult read, but could be helpful to some…

  • 1. Types of Skills
  • 2. Attacking general
    • 2.1 Attacking wall/advanced
  • 3. Defending
    • 3.1 Defending wall/advanced
  • 4. Campaign general
    • 4.1 Boss level double-tap
    • 4.2 Advanced campaign set-ups
  • 5. Mining
    • 5.1  Mining warfare
  • 6. Resource production
  • 7. Final words

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CHS: The double-tap

smaug thumbnailFor most levels in campaign, attacking them is straightforward. You select an army and hero to attack, attack, and presto….you either win or lose. Whatever the case, the next time you attack that camp, the camp has been reset and all Goblins are there again.

But on the boss levels, this is different, and losing on those maps will leave the remaining Goblin force waiting for you for the next round of combat. How many Goblins still stand is indicated by the boss health bar when you click on the level.

It is been long known that finishing off the boss levels in multiple attacks also gives (potentially) much higher High Scores, if done properly. But not many people know how or why this is. In this article, I will provide some information on why this is and how can you can figure out your best attack pattern.

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Best Sets lists and how to use them

thorin furWhile I used to post a screenshot of the top 30 offensive and defensive gear sets with the Best Sets article, I have now provided a link to a zip file which contains the two spreadsheets I use for that, containing all of the hundreds of possible gear combinations. In order to work with it or understand them, I will provide here a short explanation of what each number represents, and how you should use it to compare gear.

  • 1. First off: Division, Gems and random rolls
  • 2. The numbers explained
  • 3. Using the list effectively

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Battle Mechanics V: Conclusion

headerWelcome once more to the final part in this series for now. Warning up front: This article will not contain (much) new information, but will serve, as the title implies, as a conclusion on the previous parts I-IV, summarizing the findings, and perhaps serving as an easy reference piece. So let’s go over what we covered in the previous parts.

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Battle Mechanics IV: Diminishing Returns and how to deal with it

attackWelcome to the fourth installment in this Battle Mechanics series. In this part, we will once again take a closer look at Diminishing Returns, how it works, and how it influences our choices for gear and Gems, following the formulas we arrived at in parts I, II and III. Diminishing Returns (henceforth DR) can be a tricky subject, but once you understand how it works it is actually pretty easy to work with.

  • 1. The concept behind DR
  • 2. DR visualized
  • 3. DR and distribution of buffs and debuffs
  • 4. Should you always balance buff and debuff?
  • 5. Conclusion on choosing gear with DR in mind

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Battle Mechanics II: Separating the Buffs

lifeWelcome to the second part in this Battle Mechanics article series. In Part I, we constructed the basic battle formula, showing the relation between attack and life, and buffs and debuffs. Although we could go from there into other territory, I feel this second part is needed to avoid any confusion afterwards. In this part we will look at the different types of buffs and how they (possibly) interact.

  • 1. Recap
  • 2. The different Buffs
  • 3. Difference between additive and multiplicative
  • 4. What matters in the end

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Battle Mechanics I: The basic Battle Formula

tauriel bowWelcome to the first in a series of articles on some basic battle mechanics in the Hobbit | KoM. In this series, we are gonna look at how combat in KoM basically works, and how it affects your gear choices. In this first part, we start of with looking at the basic battle formula, and work from there towards choosing the best gear set-ups, emphasizing primarily the reasons behind the sets such as given in the Best Sets article.

  • 1. The basics
  • 2. Adding in buffs
  • 3. Adding in debuffs
  • 4. Rewriting and final formula

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Upcoming Battle Mechanics series

guard setAs I have noted on some occasions, I am in the process of writing a series of articles on battle mechanics, buffs and debuffs, diminishing returns (DR), and gear choices. Although most of the topics have been touched upon in other articles, sometimes partially, questions about how buffs, debuffs and DR work are still coming in almost daily. So to give you some idea of what the articles are gonna be about, here is a small preview:

  • I. The basic Battle Formula

In this article I will start off with the most basic maths and theory behind combat mechanics, specifically the basic battle formula, dealing with the relation between life and attack, buffs and debuffs.

  • II. Separating the Buffs

In the second article we are gonna go further and look a little bit into how the different buffs interact, multiplicative versus additive buffs, and how they effect our gear choices.

  • III. Why your opponent does not matter

In the third article we will look at the common misconception that you need to take into account your opponent’s gear, and see why this is wrong. This will in the end give us the formulas needed to see how your gear scores.

  • IV. Diminishing returns and how to deal with it

With the basic formula(s) established in the previous articles, we can look into diminishing returns, what exactly it is and how it impacts your gear choices. Math will be provided to make things very clear once and for all, as this topic keeps returning in questions and comments.

  • V. Wrap-up (optional)

This article is still optional at the moment. If written, it will be a conclusion to the previous articles, and sum up how you ultimately chose your gear and calculate its effectiveness.

All in all, the individual articles might not be that long, but neatly separated into individual parts I think this should answer any and all questions concerning gear, buffs and debuffs, and diminishing returns. Stay tuned and I hope you will enjoy them.

Input needed on Debuff mechanics

In relation to Hero Equipment and Gem Embedding, I wanted to do a piece on how to balance buffs and debuffs. For that of course, we need some understanding of the “Battle formula”. Now for attack and life this is rather straight forward, something like:

Troops killed = (Life*life buff) / (Attack*attack buff)

life debuffBut the debuffs factor in in some other way, and I would like one of you to fill me in on how, as I cant get my head around it for some odd reason, while my instincts tell me the math cant be that hard. Problem with debuffs of course is that they cannot reduce attack or life of the enemy to zero. So while 100% attack buff doubles your base attack (+100%), a 100% debuff will not reduce base attack or life to zero. So how does it fit in the equation? My guess from the above here is that buff and complementary debuff do not interact directly, like:

Troops killed =
(Life * (life buff(?)life debuff))
(Attack * (attack buff(?)attack debuff))

But more something like:

Troops killed =
((Life * life buff)/(1+life debuff))
((Attack*attack buff)/(1+attack debuff))

So in short, any help on this would be appreciated. Some time ago, someone either commented here or sent me an email with some info on this stuff, but I cannot find it anymore….Thanks in advance!!!

 

City Buildings: the City Guardian

guard headerAs soon as you open your city, it’s there: The City Guardian. A large statue in the middle of your city, seemingly more decorative than functional. But the City Guardian actually functions as a protector of your City, providing very useful buffs that will certainly help even the most experienced players. In this article, I delve a little deeper into the Guardian and give an overview of how it functions.

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Attack report spreadsheet (updated)

swordshieldWith every new update, there is a chance some of my articles become outdated. I’m trying to keep track of the most important information and keep it updated, such as the Hero Equipment article. The old Battle report spreadsheet I posted some time ago was also in need of some improvements, as more than a few new troops have been introduced since the last version.

The updated spreadsheet now contains all the available troops, including the Tactical Troops, has boxes for additional information, better layout, and more useful information about the battle outcomes, such as absolute and relative tk/might ratios and a t1 equivalence calculation. This spreadsheet is handy to keep track of past battle performances without filling up your mailbox, and is great for analyzing why you got a certain ratio in a particular battle.

Download it through THIS link and have fun!