Tuesday, November 4, 2008

If Presidential Candidates Were Pox Nora Runes...

Why is Obama like a Firk Diplomat? Well, for starters, everyone including the national media seems to be Awestruck of him, much like a celebrity. And he IS a diplomat. In his debates, he certainly pacifies any other diplomats. His attacks aren't just attacks, they are psychic multi-attacks from every direction, withering the opposition.


Firk Diplomat (Obama)



Obama would be...

Why is McCain like a Jakei Elder? Well, he starts slow with a really low speed, but builds momentum as he goes and winds up kicking with a super long-range attack on the opposition. He can put up a force barrier to block the opposition, or basically go comatose with crystallize. He is old and slightly crippled, but don't underestimate this strong scrapper - he's tough!

Jakei Elder (McCain)

McCain Would Be...

If Presidential Candidates Were Pox Nora Runes...

Forsaken Wastes Faction Bonus - Rune Cooldowns Explained

Forsaken Wastes: Cooldown numbers URL: http://forums.poxnora.com/showthread.php?t=341By LordSerkan

"The following is a repost I made on the old forums. The reference to rawk619's guide is no longer valid, as it was from the old forums, but the rest of the information presented is still accurate regarding FW cooldown times:
------------------------------Okay, as probably most of you have when first starting out playing FW, I read rawk619's sticky'd guide in this forum titled "The Guide to the Undead. Post your builds and strategies!" Unfortunately, I have found it has some incorrect data regarding full faction FW cool down times.
Here is what I found:- When talking about how long a cool down is for a given champ, you need to think in terms of the cool down representing how many of *your* turns it will be before you can play that champ again. What this means is that if a champion of yours has a cool down of, say, 2, and he dies on your turn (maybe he was a bile zombie that you sacrificed) then it will be two more of your turns before he'll be available to you again. That is to say, you'd have to finish your current turn that the champion died on, then your opponent goes, then you'd have your first turn after your champ had died, then your opponent goes again, then on your second turn after the champ died you'd be able to deploy him again.
- This also means that it doesn't matter whether a champion dies on your turn or your opponents turn... it will still be the same number of your turns after the champ dies before it is available again (e.g.: if that 2 turn cool down bile zombie is killed on your opponents turn, you will still have to wait for your second turn after it dies before you can redeploy it).
- You have to be careful when it comes to units that die due to "damage over time" effects, such as being charred or chilled. That damage occurs at the start of each player's turn, so if one of your units dies at the start of your turn, that turn does not count towards its cool down (e.g.: if your 2 turn cool down bile zombie dies at the start of your turn due to chill damage you'd have to finish your current turn and then 2 more of your turns later you could redeploy that unit).
- Special note for short lived units: Skeleton berzerkers and death guards both have the short lived attribute, where they live either 3 rounds or 6 rounds, depending on how you've upgraded them. A base death guard costs 30 nora and last 3 full rounds, which means it survives 3 of your turns (and the turn it is summoned counts as one of those 3) and 3 of your opponents turns. If it isn't killed by damage, it will simply die after your opponents 3rd turn following the death guard's deployment. Please note... it dies *after* the end of your opponents 3rd turn, which means it really dies at the very start of your 4th turn, which means that turn doesn't count towards its cool down and it will show the number 2 in your rune dock (you have to wait two more turns to deploy it again). If, on the other hand, your opponent kills the death guard by damage then your turn immediately following its death counts towards its cool down. The net-net is, if your death guard (or zerker) can't do anything useful for you on its last turn (setting it up to block your opponent so they are forced to kill it is something I'd consider useful though), you may want to jump it off a cliff or run it across lava or something else to kill it so that you'll get access to it one turn earlier than you would if it dies due to its short lived property.
The formula for determining the actual cool down for your units is very simple. It is their base cool down multiplied by 0.4 and then round down the result. I have confirmed this is how it works by capturing the cool downs from 23 champions with different nora costs and will include that data at the end of this post for those that are interested. What you will see is that the cool down turns are slightly off from what was posted in rawk619's guide (they are generally 1 turn quicker).
The base cool down for a unit is the truncated value of its nora cost divided by 5. You can see this value for each of your champions by mousing over their rune in the rune bar when you're in a battle. The first line shows you their nora cost, the next line shows you their base cool down. So you basically end up with the following base cool downs for any champion:
Nora cost range : base cool down turns15-19 : 320-24 : 425-29 : 5and so on
This translates into the following cool downs for a full faction FW deck:Nora cost range : FF FW cool down turns15-19 : 120-24 : 125-29 : 230-34 : 235-39 : 240-44 : 345-49 : 350-54 : 455-59 : 460-64 : 465-69 : 570-74 : 575-79 : 680-84 : 685-89 : 690-94 : 795-99 : 7100-104 : 8105-109 : 8110-114 : 8115-119 : 9120-124 : 9125-129 : 10130-134 : 10
This creates "sweet spots" in terms of how much nora you could potentially make a champ cost before it ups the number of turns it will take to cool down. These would be nora costs up to 24, then up to 39, then 49, 64, 74, 89, 99, 114, and 124. In other words, it doesn't matter if your champ costs 50 nora or 64 nora, it is still going to have a 4 turn cool down.
For those interested in seeing the raw data I collected, here it is:Nora cost of my champion : cool down turns when it died on my opponents turn17 : 130 : 239 : 242 : 344 : 347 : 358 : 463 : 469 : 570 : 571 : 572 : 573 : 574 : 575 : 676 : 678 : 679 : 686 : 690 : 799 : 7100 : 8115 : 9
I hope this all helps clarify how our full faction bonus works on our cool downs and helps folks design their champs with more insight into how soon they'll come back.
------------------------------
Someone then asked for data about 10/10 battle group cooldowns, to which I replied with the post below.
------------------------------
I don't play anything but FF, but I think the 10/10 bonus is a 30% reduction in cool downs? Assuming (yes, that word) the formula works the same you'd just substitute the 0.4 multiplier with 0.7, giving the following numbers:
Nora cost range : 10/10 FW cool down turns15-19 : 220-24 : 225-29 : 330-34 : 435-39 : 440-44 : 545-49 : 650-54 : 755-59 : 760-64 : 865-69 : 970-74 : 975-79 : 1080-84 : 1185-89 : 1190-94 : 1295-99 : 13100-104 : 14105-109 : 14110-114 : 15115-119 : 16120-124 : 16125-129 : 17130-134 : 18

LS"

How The Speed Statistic Works, And How to Make it Work For You

Basics Speed determines the amount of Action Points (AP) a champion rune recieves each turn. The amount of AP a champ has on a given turn is directly related to how effective that champ will be that turn. This makes Speed the most important stat on any champion.

Effective Speeds and AP The amount of AP a champ receives per turn is determined by their Speed divided by 2 (rounded up) + 1. For example, a champion with a speed of 8 will gain 5 AP per turn. Because of the rounding up while determining AP, the ideal speed for every champion are odd numbers, either 9 or 11. This allows the champion to gain the maximum benefit in terms of AP generation for nora / cp cost (given that speed 10 or 12 would make the champ cost more nora but give the same AP per turn).
Upgrading every champ to at least a speed of 9 is considered standard. Upgrading to 11 Speed is something that depends on individual champions and battlegroups. Some champs have an ideal speed at 13 speed, though this is something that only applies to champions in the K’thir Forest faction.

Basics of Counting Squares and APCounting squares is something that all good Poxnora players will intuitively do. To count squares effectively, remember that:
1. Moving a champ costs 1AP per square. 2. Attacking with a champ costs 3AP on the first attack and another 5 AP to attack again. 3. 8 AP is the magic number to attack twice. 4. Champs with speed 9 or 10 will gain 6 AP a turn. 5. Champs with speed 11 or 12 will gain 7 AP a turn. 6. Champs with speed 13 will gain 8 AP a turn. 7. There are many, many champs that cause exceptions to these rules. What these basic rules do is allow you to determine an opposing champ’s effective range or what champs it can be capable of attacking. So for example:
1.Look at the champ’s speed. For this example, say speed 9. 2.Look at how much AP it currently has. For this example, say 0 AP. 3.You now know how much AP it is going to have next turn. (0 AP + 6 AP generated = 6 AP). 4.The most important step is to look at any abilities the champ may have. 5.Put these numbers together to determine where that champ can attack. So our example champion will have 6 AP to move and attack. Since every champions first attack costs 3 AP, the champion can only attack anything that is within 3 spaces (i.e. 6 AP total – 3 AP to attack – 3 AP for 3 spaces moved). Note that knowing what abilities a champ may have is key to advanced Square Counting.
Thus, to avoid being attacked by that champion in the next turn, keep your champions at least 4 spaces away.
Counting squares and AP also applies to your own champions. Every move you want to make should either maximize your own AP (i.e. let every movement allow your champs to attack or allow your champs to gain 8 AP to attack an opponent) or mess with your opponent’s ability to attack (moving just one square out of range).
Counting Squares vs AP Management So you’ve counted squares and your champ can attack an opposing champion? Before you send your champ into the fray, know that there is a basic tactic of Poxnora: attacking twice is better than attacking once.
Understand that champions retain AP (with the exception of champions with the Berserker ability) so not all AP need be spent each turn. In fact, the maximum amount of AP a champ can store is equal to it’s speed. It is often advantageous to save AP if you want to change your plans next turn, or if you want to stay out of range this turn. Saving more AP is also a benefit of higher speed -- you have a higher maximum AP. Champions with 9 speed can spend until 3; 11 speed can spend until 4, and 13 speed can spend until 5 with no loss in AP next turn.
Thus, when you move a champ to attack your opponent, know how much AP they are going to have next turn. They do not waste AP in movement, meaning they have more AP with which to attack. Be wary of the number 8 especially, since that is the number that allows two attacks per turn.

Advanced Square Counting(To be completed)
Ranged Attacks:
Engaging/Disengaging:
Terrain:
Ability Modifiers:
There are a wide range of abilities that certain champions can possess that change the basic rules of movement and AP generation. (Notes will be added to each specific ability).
Abilities that have different AP costs of attacks
Multiattack
Frost Cone
Barrage and Pummel
Blood Rage
Abilities that cause different AP generation
Berserker
Drive
War Cry
Battle Drum
Invigorate
Initiative
Abilities that affect movement
Beckon Demon
Relocate Ally
Catapult and Leap
Mobility
Teleport
Spell Modifiers:
Mobilization
Speed Modifiers:
K’thir Forest Speed Bonus
Frozen