Update 12.4: New Skills/Hero lvl/buffs/troops…

Update 12.4 hit the stores a few days ago. And like most updates, it added quite some new features/additions to the game, or showcased what is to come shortly. In no particular order the updates are:

  • 3 New offensive Hero Skills: Spearhead II, Bullseye II, Close Quarters II. Their information has been added to the Hero Skills article.newskills
  • Permanent debuffs added, in addition to the perm buffs. Weapon Disarm (attack debuff) and Armor Exposure (life debuff) items function in similar fashion to BC/SW.newbuffs
  • New T4 wall troop: Stone Sheperds (elven) / Gates of Erebor (dwarf). Apparently they are set up as equivalent to Stone Giants for Wall Troops, with massive health, although first testing showed inconclusive results. At the moment, only six can be trained once. Adding to the Wall Troop article as soon as more concrete info comes out.newwalltroop
  • New Tactical Troop: Enchanters. A new troop sporting both high defense and offense stats. Although not shown anymore, lvl 120(!) is needed to train these. More info will be added to the TT article as soon as more info becomes available.new tt
  • Increased player lvl. There is good reason to think (see above) it won’t be long before the player level cap is raised from 100 to at least 120, to train the Enchanters.
  • Increased Hero lvl.  Another cap raised is Hero lvl. A glitch a few days ago enabled players to level their Heroes beyond 250. This was then revoked, but with the update it is now official: Hero levels now go up to 280!

So that’s it for now. Let me know how you feel about the new stuff, or share any information you might have 🙂

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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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Changes to Best Sets article

elrond ringThe Best Sets article has been a long standing favorite among my visitors. While it was rather straightforward to come up with the lists when we had full sets of gear, the introduction of all the new unique Legendary gear I items made it more and more difficult, as the possible combinations of gear and their buffs and debuffs grew more and more as well…

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Hero Equipment: Diminishing returns…

attack debuffOr, you CAN have too much of a good thing….Remember this old post about how each consecutive bonus to a certain process becomes less effective than the previous one? I’ll illustrate shortly with an example. Say you attack some goblins, and your attack value is 100, and you kill 100 goblins.

Now you have 2 items. One increases you attack by 100%, or 100 points, and one reduces the goblins life by 50%, or half their life. Which item do you use? Well, in the first round, it doesn’t matter. Applying the attack item doubles your attack, so you kill twice the amount (200) of Goblins, while the life reduce item also results in double the amount of kills.

We apply the attack item, so attack is now 200 and Goblin life still 1. Again the question, what item do you apply now? Now we see a difference. If we apply the attack item again, our attack becomes 300 and we kill 300 Goblins, not 100%, but 50% more then before. But if we apply the life item now, Goblin life is halved and we kill 400 Goblins, a 100% increase.

And that is diminishing returns for ya: each consecutive added bonus becomes less effective -in this case the attack bonus- , such that other bonuses become more and more effective when used…Now, up until now, this was never an issue with gear because the gear bonuses were not THAT high to make it really noticeable. However with the Replenishing and Necromantic sets, we get introduced to this effect very distinctly, because the bonuses they offer are so incredibly (in my view ridiculously) high.

And that is the reason why a full Replenishing set is LESS EFFECTIVE at defense compared to a mix with Void gear. Individually, the Replenish set is much better. Equip a Hero with Void sword and Replenish Sword alone, and you will see the Replenish sword do better at defending. Test a FULL Replenish set against a FULL Void set, and Replenish wins again. But, because the +life bonus of Replenish is so high, it’s diminishing returns is likewise really high, even so that it makes adding in Void gear work better with its -foe attack bonus. It is exactly like the Goblin example above. The more you use of one, the less effective it becomes and the more worthwhile it becomes to use the other…

And this will make finding the perfect gear set-up more difficult and experimental in nature then it used to be. Please take note of this. When newer, even better sets come out in the future, do NOT mindlessly equip the full set, but mix it with gear with different types of offensive and/or defensive buffs to see whether diminishing returns plays a role (and it will), to come to the best mix of items….Cheers!

The “Tier 1,2 or 3?” discussion, my two cents

Two main parts of this game are setting up your city and training your troops. When it comes to the last, it would perhaps seem that the higher the Tier of the unit, the better. And while this is somewhat true, the non-linear scaling of some of the attributes of the troops brings some nuance to the discussion.

This post is meant as an introduction and overview of the different troop types and Tiers, and help you come to a decision when it comes to picking which troops to spend your well-earned resources on. I know it a lot of information/thoughts/opinions, but bear with me…

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