Wednesday, December 13, 2023

The Hanzo Ninja Clan School Of Anything Goes Martial Arts Presents: The Definitive Guide To Building A Monster Toon On A Budget; Volume 3

Raiding For Power And Profit: Part 2

25104

I would like to thank the player's behind the toons Avenger and No Bueno for their assistance in researching and refining the information in the raids section of this series, as well as those players behind toons that helped create data, like Zombie Ex-Girlfriend and Shinobi. And a special thanks to Justin, who often helps point us in the right direction.
 
In the last chapter, we discussed how to increase your volume of hits on a raid. In this chapter, we will discuss how to increase your damage. More damage per hit increases your efficiency and allows you to grow your toon at a higher power gain per exp ratio. It's essentially a snowball effect.

 
When the game began, there were only really two paths to success in the game. Slow lvl to the point of level camping or spending a ton of money. One way was expensive and only proved one could spend more money. The other is pretty boring and makes me, at least, question the point of playing a game one isn't actually playing........ This is just my opinion of course.
 
But now there is a 3rd way. One that favors the free and budget players, if they are willing to put the time into it. In the 1st chapter, we discussed Supercharges (SC). Supercharges changed the game. While they can be bought in the daily store or Black Market, they can also be won in raids (and occasionally in events). Aside from SC, raids also provide powers, gear, consumables, and provide a source for mining resources like Bux, Crystals, and MP, all of which helps power up your toon. Whether you're a free, budget, or whale player, raids have a lot to offer.

When in a raid, scroll down until you see what the raid boss is strong and weak against. You'll find that it is often weak against one type of damage. You will also find it will be strong against other types. The degree of these strengths and weaknesses will be designated as Low, Medium, or High. Please note, some raids are neither strong nor weak against certain element types. As seen in the Fenrir raid, this raid boss is neither strong nor weak against Tech.
 We do not know what the ratios are for each, but let's assume that Low is anywhere from 1% to 33%, Medium is 34% to 66%, and High is 67% to 99%. So if a raid boss has a Low weakness against Supernatural, any Supernatural damage you do to it will include an additional 1% to 33% damage, based on the ratio assumptions. But for the other damage types shown, there is a reduction.
 
Obviously, the thing to do here is pack as much Supernatural Plus damage and 3X damage in as I can, right? Not exactly. You do want to try and stick to 1 element for your damage as much as possible. But you do not necessarily need a different suit for each raid. I use 1 suit for all my raids. Because of how my toon is setup, my Tech only raid suit is more efficient and does more damage per hit than any suit I can design around a raid boss's weakness. I'm not saying pick Tech. That was just my choice. You could pick any element type, based on your gear selection and personal preferences.
 
Obviously, one of the big things to consider is how much gear you can pack onto your toon. More gear means more damage. That means leveling. Luckily, raids provide the perfect means to balance leveling with power acquisition. At level 1000, you gain a 2nd core. This is huge. A core adds between plus 2 and plus 6 damage to every gear of the same element type. This includes the core itself. So two cores add between plus 4 and plus 12 damage to each gear.
 
The real key lies in element specialization, however. By concentrating skill points into a specialization, you increase what that gear does. My specialization in Tech is over +110%. So if a gear does 30 damage, for me it is doing 63 damage. On top of that, my core now gives a plus damage bonus of 10.5 damage per Tech gear equipped, up from 5. At level 1k+, you get 2 cores. That means I am getting 21 extra damage for every Tech gear I have on. Now that gear that did 30 damage is doing 84 damage.
Not only is my plus damage more than doubling, my other effects are too. My Att bonuses have more than doubled. That means so has my base damage. My odds of X dam has also increased. So have my odds of poison going off and adding damage. It has increased the damage from effects like Drain or Burn. All this adds damage. But the biggest damage modifier is Aura and that's more than doubled for me too, thanks to specialization.
 
This brings me to my next point, residual damage effects in raids. There are 3 types of residual damage, Auras, Poisons, and Stackables. These work a little differently in raids than in normal battles. Stackables act much the same as in regular battles. There's a 30% chance they go off and add damage based on their score to your damage dealt. The odds of poison going off can be increased by increasing the poisons stat score. Unlike with regular battles, this does not take off 10% of the raid boss's life. It is more likely that it does damage based on the poisons stat score. The last residual damage, Aura, doesn't work at all like it does in regular battle, but is one of the biggest keys in doing massive damage.
Remember near the beginning of this chapter we discussed raid boss strengths and weaknesses? Remember how this means the boss has X number of points of resistance against each specific element type? Let's hypothetically say X is 25. This raid boss is reducing our damage by 25%. But Aura does something unexpected here. For every point of Aura, 0.5 points are removed from the boss's resistance. So if you have 50 in Aura for that type of resistance, you have dropped the resistance to 0. You just increased your damage by 33%, from 75% to 100%.
 
But it gets better. What If you're Aura stat is more than double the boss's resistance? What If, instead of 50 Aura, you have 100? The 1st 50 negated the 25 resist. The 2nd 50 now increases your damage by 0.5% per point. So now you are doing 25% more damage for 125%, up from 100%. Due to having a large number of gear thanks to my level, and due to my gear specialization bonuses, I'm running over 800 Aura, more than enough cover any resistance and then multiply my damage.
 
SC, Raids, and Skill Point Specialization has changed the game dramatically, and allowed free and budget players a real path to power that is both fun and rewarding. The specialized raid toon is the toon of the future. If done well, raiding can completely fund your toon and net you a LOT of power.
One more way to add damage to your raid hits is through the Badge Perk: Marauder which does an extra 10 damage in raids at lvl 1, 20 at lvl 2, and 40 at lvl 3.
 
Next chapter, we will be discussing Skill Point allocation.
Continue the Story

Wednesday, December 6, 2023

A Hanzo Ninja Clan Special: Charge The Wall

25104

With the onset of raids and Supercharges, the need for level camping to stay competitive is no longer your only option. For free and budget players, the advantages of leveling now outweigh the advantages of level camping.
 
For one thing, higher levels mean more powers, more gear, better careers, and better raid damage. But that's not the only reason to power level. 

You may notice some of the top players pushing the wall. Some of these player's toons don't really need to push the wall to still be competitive with their peers, because they're just that strong. But even after hitting the wall, if you pay attention, you'll discover these players at the wall keep gathering experience points even though they don't count towards leveling once they are at the wall. So why do they do it?
 
Instead of gaining experience points, players at the wall get what is called Super XP, a special currency used in a "secret" store only available to those who have Super XP collected. This special store has some interesting options. Players can trade Super XP for Bux, Crystals, and AMA currencies. 
One can also buy a coupon that adds an additional 5% to any MP purchase you make within a 12 hour period. 

This coupon can be stacked with the coupons from the Badge Perk: High Roller for even more MP.
But, imo, the best thing to purchase there is the powerhouse defense card The Wall. If you're a free or budget player, pushing the wall is a huge boon to your ability to easily acquire more power cheaply. Even untiered, it is a vastly strong card. It sells for 10 MP, so can be used to convert Super XP into MP as well, though, at only 10 MP, this is not an efficient way to gather MP. It is far more valuable to keep. Cost to tier is 40 MP.
 


It's time to stop camping and time to charge the wall.
Continue the Story

Saturday, December 2, 2023

SENTINEL EDITORIAL AND FAN-FICTION BONUS



HAPPY QUACKCEMBER 2023!!!

The monthly bonus for Sentinel editorials and Fan-Fiction continues in December with ADDITIONAL AWARDS for the year's best contributors! Yes, at the end of the year, additional awards will be given to those who have made significant or noteworthy contributions for the year.

As it was with last month, ALL SUBMISSIONS TO THE SENTINEL PAGE that have been published will be assessed and given bonus rewards based on merit as follows:

PLATINUM: 7 Strange Fiction cards (only reserved for EXCEPTIONAL submissions)

GOLD: 5 Strange Fiction cards

SILVER: 3 to 4 Strange Fiction cards

BRONZE: 1 to 2 Strange Fiction cards

These rewards go out after the end of each month and are IN ADDITION to the usual Sentinel rewards from Daniel Andrade for published entries.

Here are the categories/prompts:

Category One:
REVIEWS/COMMENTARIES of ad hoc and regular events, including fan-fiction role play, etc.

Category Two:
GAME GUIDES, GEAR TALK, and other editorials about game mechanics.

Category OPEN:
What is your origin story? How did you end up in the Heroes Rising universe? (And any other Fan-Fiction.)

Just post your submissions to the Sentinel page as usual for Categories One and Two. To enter the OPEN CATEGORY post your entries to the Fan-Fiction forum with the following in the title: "FAN-FICTION CONTEST" and the title of your entry. Please also add a link to your entry in the Sentinel page so that we can monitor all entries.

Yours Quackily,
SQ
Continue the Story

Fan-Fiction: Continued Tales of a Visionary

A past vision of a Visionary

The feeling was uncomfortable, but it wasn't painful. Elijah saw fast-moving clouds of grey but nothing else - not a bird, plane, or even the ground. He wasn't quite sure of where he was, only that he felt somewhat disoriented. He tried to turn but everything was the same, seemingly floating along an endless current of grey clouds in an even greyer sky.

He wasn't dead, he was nearly certain of that. Ever since discovering his ability, he had done enough studies on other people with abilities to appreciate that there were others who reported feeling as though they were in another plane of reality, whether it was a mental sensation, or a physical move like teleportation. Elijah tried to close his eyes, but the grey seemed all-encompassing. He began to count, but couldn't make it to six before he lost track of the next number. Thoughts flickered and fluttered.

An aircraft scarcely larger than a large jeep tumbled towards ground, its small engine engulfed in flame. Behind is sped a fierce-looking demon, wings peeled back and amber eyes burning with rage. It shrieked as it was intercepted by a bolt of brilliant fire, shot out from the fists of a man wearing a white top and red trousers. The man immediately raced towards the now downed vessel, then proceeded to tear the roof off. A shorter woman leapt out and ran to a comparably safe location on what was clearly a battlefield.

As Elijah scoped his environment, he realized that it was no ordinary battlefield, but a complete and total warzone. Men, women, creatures, vehicular armaments and giants littered the area haphazardly. He found himself running in the direction of a young woman with a pixie-cut hairstyle, wearing a yellow bodysuit with blue trim, who was generating a large reddish energy shield to protect against a volley of explosive blasts. Without blinking, Elijah shot an energy wave of his own, and was surprised to see that it was a totally unfamiliar colour, shape and style. He thrust his other hand out, to the same effect. The enemy forces retreated, allowing the young woman to draw back her shield momentarily.

"Valina! The prince -" Elijah found himself shouting.

"He's alright!... for now!" the woman shouted back. "But we need to get the others away, he's surrounded on all sides..."

"I'm right behind you! Go!" he called out.

Valina motioned to the other man, the one with the fire-generating ability, and he immediately jumped forwards, trails of fire left in his wake. Valina quickly took flight, flanking the fire-wielding man.

Elijah ran, quicker than he thought he could ever run, but was trailing his allies by some distance. He looked left and right, observing the continuing carnage without pausing his dash. Eventually, he reached the others who were in the midst of a melee.

Valina had engaged a grotesque, extremely large creature. She fired energy beams which drove the creature backwards. It snarled and cursed in a strange language, before opening its mouth wide and emitting a white energy blast. Valina ducked quickly and rolled to her left.

Another large behemoth, slightly taller and stronger-looking, slashed with muscular yet jagged arms, at a young man who wore a navy blue battle suit. This man wielded a pair of short swords, and used both to deflect the brutal swing of the monster. It reared up as if to jump in the sword-wielder's face, then was struck by a barrage of fireballs. It stumbled backwards as the fire-wielding man charged in.

Elijah ran towards the centre of the melee, only to see a man wearing red armour and blue armoured trousers along with a blue cape, reeling under an onslaught of energy beams from a towering figure, its suit fully black and face enclosed by a black helm. Elijah sensed that this was the most evil force in all of existence.

The black-helmed figure turned and fixed his gaze on Elijah. The caped warrior dropped to a knee, trying to catch his breath.

It spoke slowly, sinisterly. "You... You and your warriors are done."

"We will never be done," Elijah said with pride.

"They call you the Visionary," it replied, "But after all these centuries, your end is here. Your vision ends here. Your cycle of renewal will fail today."

It charged, quicker than light. Elijah, transfixed by the words of his assailant, tried to raise an arm.

It was futile. His world went white, then he saw himself falling to ground. He saw sky overhead, but could not move a muscle.

Voices around him.

"Stop him now!"

"We will triumph!"

"Macaia, try and keep him alive!"

Elijah groaned.

He blinked. He saw a fire trail, bright as the sun, as the man in white and red soared above him. Elijah thought, I got us some time.

His vision darkened. He had felt pain, but it was receding.

---

Somewhere in Antarctica, a man, covered in warm blankets, was quickly hauled onto a gurney and taken to a BADGE shuttlecraft. His life signs were faint, but his pulse appeared to be picking back up. On the other end of his comms, a female voice was pleading for someone to talk to her.

--- Visionary

--- ID: 35977
Continue the Story

Friday, December 1, 2023

The Hanzo Ninja Clan School Of Anything Goes Martial Arts Presents: The Definitive Guide To Building A Monster Toon On A Budget

 Volume  2 

Raiding For Power & Profit: 

Part 1

25104

When this game 1st started, it was very limited in how you gained power. To be competitive, you had to spend a lot of money on MP. MP were slow to acquire and needed to buy MP power cards and gear. The difference between pay-to-win and play-to-win players was so great, that free and budget players really only had one option if they wanted to be competitive, the slow level. Because the majority of players aren't whales, this created an environment where players would level camp, creating congestion at the lower levels and very thin upper levels. The higher and faster a player leveled, the more expensive it got to maintain at a competitive level.
But the nature and environment of the game has changed greatly since those early days. Raids gave players a means to build a strong and competitive toon for little to no money. Raids give players ample opportunity to gain powers, good gear, consumables, Bux, Crystals, and MP. In the case of Shadow Krampus, Skelanimal, and Yeti raids, you can also get the coveted Supercharges (SC) discussed in Chapter 1. There are now free and budget toons successfully charging the upper levels thanks to the advent of raids and SuperChargers. But some folks seem to be able to get more from their raids than others and we're going to discuss how and why.


While most of you know the basics, I can't assume everyone does, and so I will be explaining as though you are new to raids.

Raid rewards can be found near the bottom of the raid screen and relay the odds to acquire a particular
prize. For example, to get the "best" prize in a Shadow Krampus raid, you have a 1% chance if you do 88,888 hit points in damage. Those are not good odds, especially if you have a hard time doing that much damage.  For each 88,888 damage (in this specific case) you'll get another roll at the odds. So, if you do 3X that in damage, you get to roll for that prize 3X. 

Fortunately, that % becomes cumulatively higher each time you multiply it. So the 1st 88,888 damage you do only gives you 1% odds, but provided the raid is successfully completed, the 2nd gives 2% odds, the 3rd gives 3% odds, and on and so on.
 
For a prize that gives 3%, it would be 3%, then 6%, then 9%, etc. You could try to get to 100% but raids just don't have enough hit points to do that for the top prizes.
Now, unless you do manage to create a cumulative rate of 100%, there's no absolute guarantee that you'll land a specific prize. A decent alternative is to aim for a sum of your cumulative rates at over 100%.

By this I mean to add all your roll %'s together. So, 1% + 2% + 3%, etc. At 1% odds, it will take doing the 88,888 damage 14X to get over 100. This won't guarantee getting the prize, but it shifts it heavily in your favor. But that's 1,244,432 damage! And it's still no guarantee. Just because cumulatively it exceeds 100, it's still a 1%, then 2%, then 3% odds all the way up to 14%. You can still get bad rolls on each of those 14 rolls. At 14% and under, the odds are heavily against you on each roll. But with 14 attempts, the odds start to fall in your favor, at this point, to hit at least one of them.

Again, there's no guarantee unless your last roll is better than 99%. So don't be too disappointed if you don't get the specific target prize you're looking for on any one given attempt. You might go 3 raids and not get it. Then again, you might go 10 raids and never miss. As you hit these damage marker goals and your toon becomes stronger and more efficient, you can increase your cumulative damage until your success rate per raid makes you comfortable with your odds.

Personally, I like to do around 16 to 20X the damage it costs per roll. So for me to aim for the leg gear on a particular Krampus raid, it requires between 1.6 million damage and 1,777,760 damage. I almost always get every prize.  Now, for most of you, you might be looking at those numbers and thinking they're a bit overwhelming. Like everything when it comes to building your toon, it's going to take time and effort to get to where you consistently and efficiently can hit those numbers. But there are paths to make it easier. 

Let's discuss them.

It costs 5 energy points to hit a raid 1 time. As a brand new toon, you only have 10 energy points in your energy bank. That's only two hits. But you do get 1 point of energy per minute as long as your energy bank isn't full. So you could come back every 10 minutes and do 2 hits, but this would be ridiculously time consuming. Furthermore, you lose any energy you would have gained while you are afk, after your energy bank is full. So if you're gone for an hour, you just lost 11 attacks.


Luckily, there are ways to increase your energy bank limits. One way is to build your league HQ so that it provides more energy. You can add 10 energy to the energy banks of everyone in your league by building a Cafeteria and increasing the level to 5. This will be costly in Bux, Crystals, and MP. I advise creating utility alt toons whose sole purpose is to gather resources for this purpose. Another way to increase your toon's energy bank is through expending Skill Points, of course.

(If you would like to know more about resource-gathering utility alts, feel free to ask me for an article on the subject, or even to explain it directly.)

HQs have a lot to offer. I have 5 I built mostly for free, though I really only use 2. One, I use for going
to war and the other, I use for growing my toon in the off-season. By using utility alts to build them, I save the resources that my main toon can use for direct growth, like buying gear, power cards, consumables, and tiering of power cards.
 
You now have 20 energy in your bank. You've now doubled your energy bank, but that's still only 4 hits. You're going to need to find a way to increase it further. That's going to require skill points being allotted to your energy stat. The more budgeted your toon is, the more skill points you are going to want to put into energy. BE FOREWARNED THOUGH! Any points you put into energy CANNOT be respec'd should you decide to change course later. I only have 100 skill points in my energy stat. But with my base energy of 10 and my HQ included, my bank goes to 120. This allows me 2 hours before my energy bank is full. Some other players like to go as high as 200 energy or more in their energy bank. I don't advise going higher than 200 tops on your energy bank max though, and we'll discuss why in a bit. Remember, you can't change your mind later and respec those points into other stats.
 
Now, if you have all the time in the world and can sit there all day clicking attack every 5 to 10 minutes, you might be wondering where the value is to adding a bunch of skill points to energy. After all, you'd only be losing energy when you're sleeping. But one of the keys to successful raiding is MP energy refills. These cost 5 MP each time, no matter how much energy is added.

If all you have is 10 to 20 energy in a full energy bank, you're spending 5 MP for a measly 2 to 4 hits. But if your energy bank is at 200, you'll now get 40 hits for that 5 energy. The less MP you want to spend raiding, the more skill points you'll want to put in energy....... up to a point.  

MP energy refills cost 5MP for each refill, up to 200 energy. So, if you have 201 for an energy bank, it will cost you 10 MP, but only 5 for 200. As you level, the number of times you can buy MP energy refills increases. At the Character Level wall, I can currently buy over 130. At 120 energy, that allows me 24 hits X 130 refills for 3,120 attacks from refills alone. At 200, that becomes 40 hits X 130 for 3,900 hits. That's a huge improvement in your overall raid damage no matter how much or how little damage your toon actually does per hit.
 
You might be thinking MPs are too valuable to spend in energy refills, but, through the process of raiding, you can actually net a surplus of MP. MP raid cards and gear can be sold to fund your refills. The legs from a Krampus sell for 80 MP. That's 16 refills. The core from a Skelanimal raid sells for 100 MP. That's 20 refills. Add in all the rest of the prize gear and cards you can sell and financing your raids starts to get more and more reasonable. Personally, each day I raid, I refill over 130X for free just off selling my prizes from raids and from missions, patrols, and climb events.
 

On top of increasing your energy bank, you can also increase the number of hits you can get in by using consumables. There are cons that give you energy directly, like the More-fun Bar gifts your friends send you each day. There are also cons that increase your rate of acquisition like the the Liquid Learning cons. Those cons that increase the rate of acquisition can also be stacked, provided they aren't the same con. So if you put 2 different +100% energy cons on, the 1st will increase your energy acquisition from 1 per 60 seconds to 1 per 30 seconds. The 2nd will increase it from 1 per 30 seconds to 1 per 15 seconds. Using seasonal cons in my stacking, I have gotten energy acquisition rates to 1 per second. That means every 5 seconds I had another hit.  There is also a perk set which will allow you to consume more consumables per day.
 
One last way to gain energy is simply each time you level, your energy bank refills. If your energy bank is at 200, that's 40 free hits each time you level. That extra energy also gets to the next level faster, giving you more energy faster. So, provided you're willing to level, that becomes another resource for energy.

Now, when it comes to raiding for profit, the smaller raids give better equity for energy spent. So start with Yetis and build your way up to Krampus raids. Furthermore, try to get in all the damage you think you'll need for your target prizes. To get all the prizes, you need to do around 1/3rd of the total damage needed to complete the raid. So that you aren't competing with others and falling short, make a raid team with 1 or 2 other friends and don't share until you each get in all the damage that you each want. This buys you the time to comfortably raid.

The next order of business for improving your raiding is increasing your damage. I will be explaining this in our next volume.
Continue the Story