FruitSmoothie
Tentacle God
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- Jun 22, 2011
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Re: Aegis Thousand Year War - DMM Online Game
Rogues and Monks on average are stronger than similar cost units. Dodge for them is like a penalty for that power. They're designed with lower health and defense than normal so that an unlucky streak can end them quickly. I'm okay with that kind of balance. At 16+ cost though, you should be able to place units that don't need that kind of gambling to do their job (Unless you're new). Especially with 25% physical only dodge chance on a unit with 1 block, that has a shit ton of health lol. Her "AW Ability effective scenarios" are VERY limited.
Again, not saying they don't have their uses if your team isn't up to snuff, but 25% physical dodge isn't what you should be fighting for here, give those shitty jobs to Rogues/Monks who at least are made for it. Or level a better tank/bruiser, your archers, or your healers for that scenario. You don't need to put all the weight of that scenario on the duelist when it's likely that quick changes across your team could do an even better job. With a scenario so specific, I don't know how there wouldn't be more options to combat it for just about anyone.
You just described a VERY specific scenario that you should in all likeliness be able to avoid by leveling your team properly Yes, dodge chance can allow you to clear a map that you may not be able to otherwise, but if you have the proper team, there's no reason to gamble is the point. I don't know who would say gambling on a 90% chance of success is better than a having a 100% success chance by leveling your healers or ranged attackers to kill the enemies before that 7th strike happens.My point is, don't blame the tools if u don't use them the right way XD
First of all, that lucky assassination can get u through a star clear event and that's useful.
Second, expecting a chance skill to work the same way as raw defense or dmg is obviously wrong. The correct way to use and value them is averaging their effect over the entire team during the entire battle.
Say u can tank this one guy but your healers can't keep up with the dmg so your tank will eventually die on the 7th hit. Now throw in a 25% dodge. Your tank have to dodge only one blow for your healers to be able to endure the battle, and that's like 90% likely or more. 10% chance to fail that is no more than the chance of taking 2 synchronized hits between heals (a melee blow and a lich blast, for example)
On the last event I farmed the map where 2 horsed knights rushed at the very beginning. To stop them I deployed monk Rin and healer Alisa (silver). Alisa alone couldn't heal enough so the monk had to dodge at least 2 attacks to survive. This strategy worked 18 out 19 runs which is pretty reliable.
Rogues and Monks on average are stronger than similar cost units. Dodge for them is like a penalty for that power. They're designed with lower health and defense than normal so that an unlucky streak can end them quickly. I'm okay with that kind of balance. At 16+ cost though, you should be able to place units that don't need that kind of gambling to do their job (Unless you're new). Especially with 25% physical only dodge chance on a unit with 1 block, that has a shit ton of health lol. Her "AW Ability effective scenarios" are VERY limited.
Again, not saying they don't have their uses if your team isn't up to snuff, but 25% physical dodge isn't what you should be fighting for here, give those shitty jobs to Rogues/Monks who at least are made for it. Or level a better tank/bruiser, your archers, or your healers for that scenario. You don't need to put all the weight of that scenario on the duelist when it's likely that quick changes across your team could do an even better job. With a scenario so specific, I don't know how there wouldn't be more options to combat it for just about anyone.
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