Tuesday, November 4, 2008

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 The reference to rawk619's guide is no longer valid, as it was from the old forums, but the rest of the information presented is still accurate regarding FW cooldown times: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.
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Someone then asked for data about 10/10 battle group cooldowns, to which I replied with the post below.
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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"

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