aussiemac wrote: So this is a bit of a noob question, but wouldn't IW's bubbles 'freeze' HTs attack tiles and flame jet? I agree it would protect them, but I thought it would also render them useless. I don't play IW much, so it probably wouldn't matter, but I just want to make sure I understand her overly priced skills correctly.
Phaserhawk wrote: According to my math with his Flame Jet with a tile maxing out at 231 dmg per AP, and you can't do more than 2083 per turn with the ability, that means you have to have 9+ tiles out and 9 AP to max out the damage, or 5 tiles and enough Black for Hood to go off Twice with Intimidation, yeah, I think 5/5/3 is the best build
Rorex wrote: Phaserhawk wrote: According to my math with his Flame Jet with a tile maxing out at 231 dmg per AP, and you can't do more than 2083 per turn with the ability, that means you have to have 9+ tiles out and 9 AP to max out the damage, or 5 tiles and enough Black for Hood to go off Twice with Intimidation, yeah, I think 5/5/3 is the best build So with 9 tiles out and 9 AP you would be doing 10,395 Damage in one turn (2079+1848+1617+1386+1155+924+693+462+231=10,395). Of course you would also do 10,395 damage over 9 turns with 1 tile and 9 AP. None of that takes into consideration stike tiles. Personally my HT build is going to depend on Lazy Daken. If Lazy Daken has 3 abilities I will be running a 3/5/5 HT as the damage per turn with strike tiles added in will be crazy and fast. Also HT's red will mess with strike tile creation so its better to focus on green and black.
Skyedyne wrote: Patch (or Punisher)/Torch/OBW can do some soul crushing damage just through how many damage pools can get affected by strike tiles in a single turn.
beezer37_84 wrote: Skyedyne wrote: Patch (or Punisher)/Torch/OBW can do some soul crushing damage just through how many damage pools can get affected by strike tiles in a single turn. Step 1) Match 3... + strikes Step 2) Torch Demons... + strikes Step 3) Espionage... + strikes Step 4) Torch CD... + strikes Step 5) another Torch CD... + strikes oh shoot OBW is on the team... totally forgot about the endless cascade between steps 1 and 2. Which of course ended in a match 5
mischiefmaker wrote: Relevant: viewtopic.php?f=7&t=5735&p=111240#p111240
Phaserhawk wrote: Rorex wrote: Phaserhawk wrote: According to my math with his Flame Jet with a tile maxing out at 231 dmg per AP, and you can't do more than 2083 per turn with the ability, that means you have to have 9+ tiles out and 9 AP to max out the damage, or 5 tiles and enough Black for Hood to go off Twice with Intimidation, yeah, I think 5/5/3 is the best build So with 9 tiles out and 9 AP you would be doing 10,395 Damage in one turn (2079+1848+1617+1386+1155+924+693+462+231=10,395). Of course you would also do 10,395 damage over 9 turns with 1 tile and 9 AP. None of that takes into consideration stike tiles. Personally my HT build is going to depend on Lazy Daken. If Lazy Daken has 3 abilities I will be running a 3/5/5 HT as the damage per turn with strike tiles added in will be crazy and fast. Also HT's red will mess with strike tile creation so its better to focus on green and black. Wait, so is it each tile has a max damage cap or the ability in generally has a max damage cap. Say I have infinite green AP and 3 tiles out, Do I do 2083 dmg on that turn or 2083 x 3 on that turn?
wathombe wrote: Also, does Flame Jet always summon the demons in that same ring pattern in the middle of the screen? If so, that potentially makes them easier to match away. (Sorry if this has already been observed somewhere else; I haven't read all the pages in this thread or the tourney thread.)
jojeda654 wrote: That's actually Inferno. Flame Jet places a green CD.
wathombe wrote: Also, does Inferno always summon the demons in that same ring pattern in the middle of the screen?
OTERSEY wrote: wathombe wrote: Also, does Inferno always summon the demons in that same ring pattern in the middle of the screen? Yes. So...
Rorex wrote: Got my Human Torch 4/3/1 to lvl 57 making him effectively lvl 86 for the Hot Shot Tourney and he is crazy fast. Been running him with OBW and Hood. If you can feed HT he is unstopable. His Fireball is doing 1621 damage for 6 AP, inferno 8x88 704/turn for 10AP. The more I play Torch the more its obvious that he is going to be the best Character to starve an enemy of red. There are plenty of times when I am playing and there are no red on the board. Which would make Dr. Doom, Daken, and 2* Wolvie substantially less useful.
Phaserhawk wrote: Rorex wrote: Got my Human Torch 4/3/1 to lvl 57 making him effectively lvl 86 for the Hot Shot Tourney and he is crazy fast. Been running him with OBW and Hood. If you can feed HT he is unstopable. His Fireball is doing 1621 damage for 6 AP, inferno 8x88 704/turn for 10AP. The more I play Torch the more its obvious that he is going to be the best Character to starve an enemy of red. There are plenty of times when I am playing and there are no red on the board. Which would make Dr. Doom, Daken, and 2* Wolvie substantially less useful. But on defense he sucks. The AI will use his green right away and it's terible, the mintue you get 5 Green it casts it, and red is never guarenteed since a lot of other's run 8 red AP damage too. I agree offensively he is quite good, but defensively his a big liability right now.