Peej13 wrote: Anyone know how the charged tiles on his blue are chosen? By that, I mean which colors.
ShionSinX wrote: Thinking about how long would take to get an average 307 legendary tokens to max surfer, I started wondering the best path. Best 1st cover seems undoubtedly blue, for the passive and minor heal helps a bit since he will always tank his colors. The second seems to be a second blue, for more healing, because red is too weak still and black uses more ap than it gets back. For 3rd I was thinking that a 210 surfer wouldn't be better than a 300, the red damage still too low. It would need 3-4 red covers to have a lv cap high enough for base + lv/ratio damage. Black needs about 4 covers to get better. So the path seems like 3 blue, then about same until you get 3+ red OR black, as a 311, 302 or 320 seem as good as 300. While they said he would be usable with fewer covers, that's only for match damage, health and the blue cover (both aspects), I don't see him being really good until 6+ covers. Even tho I agree that 6 is better than a 4* with 8ish covers, the time it takes for him to get 6 (and they must be either 303 or 330) still way, way above the time to get a 8-10 cover 4* (specially with the legendary tokens introduction). Thoughts?
xequalsy wrote: After playing the loaner Surfer in the new Season node, all I can say is... Wow. I literally just mindlessly matched 3 to see if playing badly could make me even close to losing - but SS killed all 3 4*s by match damage alone and still survived with 10k+ health. Repulsive Punch barely tickled.
optimus2861 wrote: xequalsy wrote: After playing the loaner Surfer in the new Season node, all I can say is... Wow. I literally just mindlessly matched 3 to see if playing badly could make me even close to losing - but SS killed all 3 4*s by match damage alone and still survived with 10k+ health. Repulsive Punch barely tickled. Wow is right. I came out of the match with 40K+ health after one blue cast. HB was dead in 4 turns, I think, after my first red. Unbelievable.
MarcusGraves wrote: optimus2861 wrote: xequalsy wrote: After playing the loaner Surfer in the new Season node, all I can say is... Wow. I literally just mindlessly matched 3 to see if playing badly could make me even close to losing - but SS killed all 3 4*s by match damage alone and still survived with 10k+ health. Repulsive Punch barely tickled. Wow is right. I came out of the match with 40K+ health after one blue cast. HB was dead in 4 turns, I think, after my first red. Unbelievable. Programmer: "hey don't you guys think a character that can 1 vs 3 a team of max 4*s with two of them being considered the most powerful in game and be able to come out full health thanks to his true heal is unhealthy for the PvP of the game once someone finally gets this SoB fully built?"Dev: ...."quit being a **** and code it in" *cracks whip*
notamutant wrote: This is why I think people are better off skipping 4 star completely at this point. Why waste ISO on 4 stars when all you need is a 5 star? The only thing to consider is if you can get more 5 stars by building up your 4 stars.
simonsez wrote: notamutant wrote: This is why I think people are better off skipping 4 star completely at this point. Why waste ISO on 4 stars when all you need is a 5 star? The only thing to consider is if you can get more 5 stars by building up your 4 stars. Even if you average 3 tokens a week, it's going to be well over a year until you have enough covers to matter. What are people supposed to do between now and 2017?
notamutant wrote: That is a good question. And we don't know how many other 5 stars will end up being in the loop after the initial 3. But we won't know the effect of the new 5 stars until they up the percentage to 10% next month. I would guess the super whales are waiting until then to throw down money. Only time will tell. 4 star are obviously useless currently against maxed 5 stars. The only question is how long before it becomes a regular thing to have maxed 5 star. Well, actually another question is when will 4 star be boosted, and how strong will boosted 4 star be compared to 5 star?
simonsez wrote: I just wrote a quick sim that simulates the draws. The average number of draws needed to get 13 usable covers is 307. If you want the source code, I'll post it.
Turbosmooth wrote: I would love to see more code in these forums. I could write this too in Java/Javascript/Python/others, but don't want to re-invent the wheel.
data x; do j = 1 to 1000000; total_s1=0;total_s2=0;total_s3=0; do i = 1 to 100000; x=ranuni(0); if 0<=x<=.05/3 then s1=1; else s1=0; if .05/3<x<=.1/3 then s2=1; else s2=0; if .1/3<x<=.05 then s3=1; else s3=0; total_s1+s1; total_s2+s2; total_s3+s3; if min(total_s1,5)+min(total_s2,5)+min(total_s3,5)=13 then do; draws=i; i=100000; output; end; end; end; proc means ; var draws; run;