Friday, July 1, 2011
Into the Spiral: Issues At Home and Abroad
Monday, May 23, 2011
Vlog #13: Saturday's PVP Workshop
Wednesday, May 11, 2011
Wintertusk Checklist and Analysis
BUT, nevertheless, I've created a personal checklist while playing the Test Realm to remind me of some in-game obligations and duties for the Live Realm (once I'm free from academic burden). This list is made public to help some of you PvPers manage your time, decisions, and resources to efficient use:
The following checklist will be completed before my Ice Wizard returns to the Arena:
- New Spells
Obtain Level 35 spell (Legion Shield)- Great counter against Area of Effect (AOE)-Damage over Time (DoT) spells, allowing me to protect allies for an addition 30% resistance to next incoming damage. Also helps me reduce damage for all allies if I can't make up my mind on who to protect. A must have.
Learn an additional spell from Zeke's Trogg Finder quest.
- New Items/Gear
Purchase Stun Resist Amulet from Dueling Diego- Replacing my Life Mastery Amulet, since Perfect Catch has vigorously trained and adapted to a Pip-building style before the Amulets were released; it shouldn't be unfamiliar territory. I'll then have a 15% reduced chance of getting stunned. Because stunning spells will provide just one Stun Block, the number of Chain-Stunners can be expected to increase. Thus, having an innate chance of resisting a Stun can be advantageous against a team expecting to win by pure immobilization. I would rather keep my Stellar Signet and Cosmic Kris for massive Incoming/Outgoing boosts to complement Spritely, so I will choose to stay at just 15% max Stun Resist (as opposed to 30%).
Stitch WandsPersonally craft one of the new weapons with help from someone who has access (going to port to them; thanks to Aiden for helping with clarification) to the wand recipes, stitch the Hammer of the Stone Sky to my "Banhammer" (a promo wand called the "Galvanic Hammer" from Beckett's).- This wand allows for a variety of AOE support spells such as Bladestorm (increase team's damage), Brilliant Light (increase team's recovery rate via casted spell/Spritely), Legion Shield (increase team's resistance), Unicorn (increase team's damage recovery), and Guidance (increase team's accuracy). All these spells have 100% accuracy, so the chance to fizzle will be very low (given that there is a Smokescreen or Black Mantle upon us).
Will stitch my Lifeforce Sword to another model- Just for aesthetics
Repeat Waterworks with Perfect Catch until all members have their complete Legendary Gear before questing in Wintertusk.- Gear boosts will allow for faster questing (higher critical rating without sacrificing survival via resist)
Ronan's boots, hat, robeFallon's boots, hat, robeCassandra's boots, hat, robeMy boots, hat, robe- Create a new generation Perfect Catch Defender Pig, and research the Weakness talent more. (Spell Proof, Spritely, Snow Shield/Weakness, Sharp-Shot)
Monday, April 18, 2011
PVP: Countering the Bladestackers #1
Watch in Full Screen and 720p HD! Perfect Catch fights a Triple Ice + Life team attempting to blast us away with heavily Stacked Ice attacks.
Saturday, March 19, 2011
Basics Behind Beguile
Per the request of our very own Kelsey Fireheart, I've included below the description and explanation behind Beguile, as heard from Fallon on Ravenwood Radio Episode 36. I will try to elaborate on this in the future and include the video that was used in testing, but hopefully this will answer some questions about the surface-level mechanics. Again, I want to point out that this is NOT the full analysis or dissection of the spell yet, but this is a usable understanding of it:
In short, Beguile places an enemy player on your team for two turns. Frankly, if you are under the state of Beguile, wait for the Turn Indictator/Arrow to point at you a second time before casting any Attack-All or Heal-All spells. Extensive details below:
FIRST TURN BEGUILES SECOND TURN:
If the team going first Beguiles a player on the team going second, the victim’s Single Target spells will still be successful in:
- healing allies, if casted
- damaging enemies, if casted
However, the victim’s AoE spells will:
- hurt allies, if casted
- help enemies, if casted
Thus, if the victim (on Second Turn’s team) used an AoE in the same round as Beguile (from First Turn’s team), that AoE will help First Turn and/or hurt Second Turn.
Once the round with Beguile is over, the arrow will not point at First Turn the following round. Instead, it will point at the Beguiled player (the victim). Hence, the victim will get to go first on the round after a Beguile. When this happens, the victim’s Single Target spells will:
- help enemies, if casted
- hurt friends, if casted
But their AoE spells will:
- help allies
- hurt enemies.
SECOND TURN BEGUILES FIRST TURN:
If the team going second Beguiles a player on the team going first, the victim’s Single Target spells -- for two consecutive turns -- will:
- help enemies, if casted
- hurt allies, if casted
The first round the victim is under Beguile, his or her AoE spells will
- help enemies, if casted
- hurt allies, if casted
The second round that the victim is under Beguile, his or her AoE spells will
- help allies, if casted
- hurt enemies, if casted
Friday, March 18, 2011
Vlog #2
Tuesday, December 7, 2010
Beyond the Spiral: One Year Later…
An amazing revelation hit me on my drive home from class tonight. My group and I had just blown away our Group Communication class as we tackled our project and presentation. A few weeks ago, as our deadline approached ominously, I decided to amplify my lead role on coordinating our team, and analyze our needs. Between a group of six of us, none of us are close to being experts at art, yet we took on one of Van Gogh’s most favored and seldom known pieces, “Potato-Eaters.” Here’s what it looks like:
It was a grueling challenge to dissect this piece and describe why we saw this as “art.” To me, it was trying to answer how this picture is “beautiful.” Yet, we managed it, and even went above and beyond, I believe. The professor even mentioned to me, “For an ‘engineer’ type, you communicated really well in your speech.”
I would have never expected to evolve from an introvert into someone who was able to direct, manage, and speak to a large classroom effectively. I give credits to the class and professor for helping me understand and grasp a lot of leadership concepts, but the true kudos for my “evolution” goes to my experience with Wizard101 and its community.
My in-game friends (Missy, Cheryl Fire, and Ronan) all played a monumental role in supporting me as I took my interaction with the game to a higher level. Instead of having a sardonic attitude when they learned about my proposed projects for a Youtube channel and comic series, these three whole-heartedly jumped up to help whenever I sought for aid. Because of this, I did not end up shying away from expressing my interest in the game. Again, I mention that I come from a highly competitive gaming scene; the thought of creating videos or fan fiction for a family-friendly genre would have never come to my mind.
Of course, a lot of inspiration did come from the existence of our very own Friendly Necromancer. The fact that a family man is dedicating his gaming interests into a decently-created MMO that’s not as widely played or known as some other games was just enough of a spark. If he can blog about this fantastic game for two years straight, producing a new article almost every day (during the time that I discovered Tom) to share and express himself while motivating others to “think outside of the box,” there’s no reason that I can’t record my adventures proudly, or develop my own storyline.
Eventually my projects spanned out to also include blogging, which is still a textual representation of my thoughts, rather than an online journal. To be honest, I was hesitant on creating “The Chillanthropologist.” I admit I wasn’t a very decent writer to begin with, especially when I have a stronger passion in communicating through numbers and equations (math major). Heck, even to this day, I notice that I have run-on sentences here and there which may create awkward messages from time to time. Secondly, I initially believed that the words and thoughts of Thomas Lionblood would naturally overshadow anyone else’s, so putting time and effort to sound coherent and organized seemed pointless. Third, I had only been playing for a few months at the time. I considered myself a “newbie” even if I managed to reach Grandmaster, but I was relatively new to the Wizard101 culture and community. I didn’t think anyone would notice.
So, I was shocked when Fallon Shadowblade from Diary of a Wizard featured my post about the community. That was enough motivation to continue writing and exercise my communication skills. Before I knew it, I was putting more time and thought into explaining details, playing Devil’s advocate with myself, and spending hours drafting my posts before they went public. Even to this day, especially when I’m writing for the “Arena” series, I would invest a few hours to produce up to four paragraphs.
I put more thought into whether my message was clear enough for any reader, and if what I wrote allowed for a continuous flow of interest from an audience. It became a strenuous mental effort to put myself in a reader’s shoes and try to interpret my sentences in a multitude of ways. By doing this, though, I managed to catch myself from being misunderstood or misinterpreted. As a result, writing coherent and “readable” essays came more naturally to me. I am now spending less time outlining, and am jumping into developing full, first drafts off the bat. This is all thanks to having my textual voice on the spot on every post, and I needed to have such diligence.
Around the time that I picked up on Twitter, I was also becoming more involved with Ravenwood Radio, and even became an off-air guest in Episode 14. I was so nervous about my performance in that interview that I even apologized to Leesha after the recording, for my accidental interruptions (which were edited out by her, of course). So, even with a headset and computer screen between me and the other speakers, I still could not quench the jitteriness at the time. Even with notes in front of me, I wasn’t confident in my voice and message. Nevertheless, the reoccurring theme of a supportive community eventually helped me out in this aspect.
I forget which episode it was in, but my Gobbler Drop guide for the show took hours before a successful recording was completed, and then a few hours of editing; it was completed over two consecutive days. True, there wasn’t a visible audience to make me nervous, but the greater challenge was trying to find a presentation format that would hold interest while being informational. I really lacked personality and energy in that one, IMO, and that is the main reason I felt disappointed, regardless of the positive comments shared with me. But, because there were many opportunities to be on-air (“coached” the Death team in the Warehouse run; guest interviewer for Death Study hall; Petnome segments; and, more recently, Star Study Hall), I slowly stopped feeling as nervous as I used to be.
The positive environment that I found in this game and in all of you was my main driver for self-improvement. My privileges and experience in working around Wizard101 directly benefitted me in becoming a stronger individual, and with that newfound energy, I delivered quite a punch in my portion of the presentation tonight. Transitions were smooth, I stayed calm and steady, and though I stuttered a few times, I never lost eye contact with the audience. Even the cute ladies smiled back!
Interestingly enough, today is also Kevin Battleblood’s Wizaversary. One year ago, I was more kept to myself, shy, and hated public speaking. One year later…well, that’s definitely a different story. Thank you everyone, for all that you’ve directly or indirectly done. This change in me couldn’t have happened without your interest and support in what I enjoy doing, whether it’s writing strategies and stories, managing a large pet project, or playing this game. I’m proud to be where I am today, and am looking forward to another year of contributions, contemplations, and conquests.
Tuesday, November 30, 2010
The Arena: Prologue (Competitive Scene)
Unfortunately, there are some aspects of the Arena that KingsIsle cannot easily and reliably mandate: unsportsmanlike behavior and other dark factors of competition. Verbal/personal attacks (known as "trash talking"), false reporting, accusations of breaking the rules, extreme or abnormal taunting (such as spamming Menu Chat endlessly), and use of derogative words (especially in a family-friendly environment) by an opponent--or opposing team--are just a few of the violations of competitive etiquette in Wizard101.
Several Defenses
The game's white list may protect viewers from seeing actual profanity, but up against the cleverness of useless players, it is trumped. It cannot block against phonetic spelling, such as in this "send tense” (sentence). This loophole can easily be countered by switching your Privacy Options' "Block PVP Chat" to "ON." (Remember to Report the offender for “Inappropriate Language” or “Inappropriate Behavior.”)
But, what happens when spectators of the match are the ones throwing "trolling flurries?" A great fix for pure soloists (in complete solitude and lacking friends to chat to) is done in two steps:
- hitting the "O" hotkey to Open/Close the Chat Window and
- accessing your Gameplay Options to "HIDE" "Chat Balloons." This temporary adjustment to your settings will allow you to PVP without having to see textual waste flying across the screen.
But, what if you are playing a teamed game, like 2v2 or more? Given that not all players can voice chat with one another, communication via the chat box is vital for participants. Hence, the next readily available resort is to click on the name(s) of the offensive speaker(s) and set them to "Ignore." However, even this has a catch: "ignored" players each require a slot from your Friends List. So, if you're full on contacts like I am, this option is out of the question; you'll have to see public messages from the audience simultaneously with Group Chat.
Seeing the Picture
With so many layers of countermeasures against malicious text, a player who is unfamiliar with the Arena scene may believe that inappropriate behavior is prevalent. Some subscribers have even avoided participation in PVP (which is an included feature with their payment plan) because of the environment. Others who have given the activity a try have commented accordingly on Cassandra Dragonheart’s post on PVP. Then there are some extremists who lovingly use “PVP” and “PVPers” as negative connotations...but before we judge, allow me to take us on a few different avenues.
Think of a competitive sport you like to play for fun. Football. Basketball. Maybe even underwater basket weaving. Field and track. It’s evident that human nature is a welcoming host to the notion of “comparison.” In our minds, something has to have “better” or “worse” status than another thing; without this thought process, we as a society would be in a state of chaos due to randomly made decisions. However, when we rely so heavily on the ability of “contrasting” and (consequentially) condition ourselves to think very linearly about “what trumps what,” we will also find ourselves in trouble.
For example, the tallest child in the playground may seemingly be the best teammate to have in basketball (via comparison), but (1) does he know how to play, (2) has he had experience with the weight and bounce of a ball, (3) is he playing to win or playing for fun, and (4) what do we know about the other children and their skills? Some of us forget to realize that there is more than what’s shown on the surface. Hence, just because you are in the state of winning/losing a match or have won/lost a game, it doesn’t mean you’re a better/worse player. Yet, our nature and our perception tend to associate the outcome or progress of a duel to our skill level in relation to the other player(s). This is truly a dangerous perspective as it allows taunting or “bad sport” players to affect how you play.
Professional sports players deal with “boos,” jeers, and some of the nastiest comments every second that they’re on the field or court. Spectators and cheerleaders who are against a certain player or team will try anything, from name-calling and chanting to gestures, to try and distract their target. This is still ongoing to today regardless if the player performs decently (despite the distractions) because, as with all activities, there’s a constant psychological flow called a “stream of consciousness” that can be disrupted. This part of our mind is continuously processing our thoughts, both on surface and instinctive levels, and do tie into instantaneous decisions. A soccer player aiming for the goal is focused on the ball, but he or she could have hundreds of thoughts flowing in per second. “Do I trick the goalie?…Too complicated?…They are skilled at diving but bad at predicting ball movement…We’re down by 1 and desperate for a tie…How many teammates are behind me? Opponents? Do I pass or take the shot? The goalie is solid…do I trick them?…Everyone would be shouting my name if I make this…Too soon, don’t count eggs…Good breakfast this morning…I feel good about this…I’m going to try to score…All or nothing…” With determined thoughts, the player will have a certain pressure or speed to their kick that would develop a winning move. However, there are fans of the other team behind their goalie, waving around objects and yelling discouraging slurs. If the player in possession allows that “background noise” to break their current stream of consciousness, the pressure or speed of the kick may change, resulting in a failed attempt to add a mark to the tally. In Wizard101, spectators and opponents (if Block PVP Chat is not enabled) may throw text of all sorts (passive-aggressive, direct, indirect, etc.), not necessarily focusing on being mean to you personally, but also to affect your decision-making. The ugly truth is that this sort of pressure is “fair game,” as long as it doesn’t violate KingsIsle’s Terms of Use.
So, back to perception: when you win a duel against someone who was rude or had rude cheerleaders, you may feel a stronger sense of dignity and pride along with some other positive emotions. You generally have a greater incentive to start up another match, since you “proved” yourself. It may even turn into an amusing story to share with friends. On the other hand, had you lost that match, there are clashing reactions from frustration to disappointment. In contrast to winning, you may feel as if your opponents “proved” something. Words cut deeper at this point, and can even discourage you from starting up another duel, or in extreme cases, can lead you to quit PVP altogether. What do you do at this point?
Seeing the Facts
An important concept to grasp, in any activity, is that losing is actually a greater long-term benefit than winning. You’re given not only experience on what techniques and tricks are used in the arena, but you also tested your deck on its strengths (if it has any) and weaknesses. All deck builds are subject to weaknesses of some sort, and most likely yours was countered in its current state. Remember a post I made awhile ago, called “How to Face New Challenges,” which was geared towards beating the “unknown”? The variation of spells in our deck also matter in PVP. Having (or lacking) certain cards does play a large role in the flow and outcome of your fight.
For example, too many healing spells can result in fewer attacks that are readily available to you, meaning you are giving your opponents a better chance at surviving. In addition, if their deck happens to rely on lengthening a match to slowly gain an advantage, then your equipped setup was the actual fail, not you. Some players rely on short, repetitive and structured decks where they play certain cards at certain rounds, which usually has a strong advantage against “late-game” decks.
In this direction of thought, I am focused on the idea that winning or losing a match does not constitute that you are a better or worse player compared to your opponent, respectively. Even if you win or lose a series of matches, being recognized purely on quantitative performance (win/loss record or streaks) is like being given a fragile mask: once a loss interrupts your wins (or vice versa), your skill level is now determined by the performance of others throughout history. If someone manages a longer streak than you, say in about 8 months from now, does that mean they play better than you? Of course not; we have yet to determine the skill level of your opponents and their opponents, and all other factors in the game.
Those of you who know me well may recognize my quote, “…Nah, just more experienced.” A lot of you have heard this after exclaiming, or heard someone exclaim, “Wow, you’re the best PVPer” or something to that effect. While it may sound like modesty, it is actually my belief that experience combined with performance is what determines skill level. What has happened in front of us and what we learn from it and how we apply that knowledge are all determinants for what kind of player we are.
Thus, try not to recognize or give the trolls of the Arena any credibility to their statements. Some players in the Spiral can be mean with what they do or say, but it will only feel like “the truth” if you respect or listen to their words, or allow their actions to distract you.
Adjusting To a New Experience
I realize that quite a lot of players in Wizard101 don’t have prior gaming experience to this MMO, so dealing with competition in a psychological way is not yet touched on for most of us, hence a lot of concepts above exhibiting an “easier said than done” tone. The competitive scene may be intimidating, but realize that it should not inhibit your interest in playing against a non-computer opponent. Think about the sports mentioned earlier. We accept that fans will boo or cheer obnoxiously in most events, but it doesn’t stop us from learning and playing football, soccer, basketball, etc. with our friends and family. If you want to jump into the Arena to try out some human-vs-human play, you’re not restricted to playing with the rude kids. Ask a friend or a friend of a friend to help you improve or provide you with company. Not only will supportive opponents allow you to focus, but they can help you in trial and error with deck building. You can use the “Practice PVP” option available to both Crowns and Subscription Players.
When you think you’re ready to try your skills against strangers, you can slip into “Ranked PVP” or continue at “Practice” against random opponents. Hold a conversation in Whisper or Group Chat with a PVP partner/mentor/knowledgeable friend, and discuss strategy if time permits. Or, you can socialize. Keep your mind busy: focus on the cards and not stranger chat. Sometimes even silence can psychologically affect the other player if they keep PVP Chat On and see your PVP Chat is enabled too (elaboration will be made in future chapters).
If you find yourself in front of an opponent who has some kind of unique advantage over you (Arena Gear, Crowns Gear, Spritely Pet, Polymorph Cards), don’t think negatively and expect to lose just yet. Use this match as an opportunity to learn from it, then use your experience to your advantage in your journey to becoming a Warlord and beyond. If you win, props to you. If you lose, don’t focus on the benefits their advantage gave them; instead, focus on determining its weaknesses. A Spritely Pet uses up positive healing charms and has a small chance to trigger; it is also taking up space over a “reliable” talent such as increased Damage, Accuracy, Health, Resist, etc. Remember that you won’t be playing the same player over and over, but you will face reoccurring tactics, equipment items, and deck builds. Understanding these is more important than understanding how you already performed against one specific Wizard.
Also, treat PVP as if you’ve entered a dungeon with special bosses, ones that are randomly created with the ability to plan and adapt to the way you play. Losing is not a permanent fail; eventually you will perform better the more you watch, read, and ask for tips.
Applying the Opposite
When these concepts become second-hand to you, try an alternative spin on what’s trending in the Arena. If players are dominantly rude, respond as a good sport. Represent yourself as a respectful player, and keep that integrity (meaning that you do it even when no one’s looking). I admit that I sometimes steer away from self-respect to take up a defensive position for myself and/or others when dealing with poor sports, but all of it becomes a fragment of a memory in the end, thanks to my prior competitive gaming history. Instead of letting people’s words affect my attitude in the current battle, I focus instead on the dance* between myself and them, to determine if it’s a “GG” (good game) and call it, or not. (*Great metaphor by winicott1001)
Sometimes I will even offer to share some advice with my opponents that lost at the end of the match, in hopes of not only renewing their incentive to start another PVP battle, but also to encourage them and support their efforts of participating in the challenges of the Arena. If you recognize someone “incorrectly” using a deck build similar to yours, ask if they would like some tips from you (assuming you know the strategy and tactics well, of course!) or another PVPer. Sometimes nice gestures can be as viral as this meme; there are countless stories of Starbucks customers paying for the person behind them, resulting in the same act by the following customer.
Overall, I hope we can restore the “fun” in PVP for existing and future players who have yet to read this post. Competition isn’t always a scary thing; as I mentioned before, it can act as a tool to improve our strategies and understanding of the game. What contributes to the intimidation is how we behave and react to various forces. Thus, with some effort from us, the negative environment won’t have to be a permanent stamp, and more of our friends may take on a greater interest, giving us a larger pool to learn and improve from.
Monday, November 8, 2010
The Arena: Prologue (Chain-Stunning)
The "first generation" chain-stun was comprised more of the use of two or more of the inexpensive AOE-Stuns: Choke and/or Blinding Light.
Originally, whenever a stun affects someone, a single ward (Stun Shield) appears on the victim, to prevent yet another disable from landing on him/her. To remove this shield to open the person for another Stun, a ward removal spell (such as Steal Ward [Ice] or Pierce [Myth]) or a Stun must be played. This was a highly effective defensive mechanic for 1v1.
But, when a team of wizards (two or more) was utilized, a loophole was created: one wizard would immobilize with Choke or Blinding Light, and then a second would cast either of those spells in the same turn, to remove each Stun Shield. Or, if the opposing team managed to put up any Stun Shields (assuming they have first turn), the double cast could still produce the same result: one AOE-stun to remove the Stun Shields, and a second to paralyze the now-vulnerable players.
Hence, the other side was disabled and unprotected from a second wave of stun. Because of the low pip-cost, there was a requirement of a minimum of one turn and a Power Pip generated for each "chain-stunner" in order to repeat this tactic. With a high rate of Power Pip chance, "chain-stunners" could virtually create an infinite loop. True, while decks at the time could hold up to seven (7) copies for certain schools, there was still the sideboard to hold Enchanted (per Accuracy boosts) stun cards. Thus, a flaw such as not having a stun in hand was easily avoided.
By forcing the other team to pass each and every turn, other members (mainly attackers) could efficiently set up for mountains of damage, usually in AOE form. Damage reduction shields and charms would not be a factor against a "chain-stun" team, if their enemies are prohibited from casting anything.
Nothing was more demoralizing or offending than entering a battle with a wisely created deck and strategy, only to find your wizard unable to act offensively or defensively every single turn of the battle. Crowns Players suffered the most from a loss (pretty self-explanatory there) due to "chain-stunning." The only true counter to this at the time was to have First Turn and your own "chain-stun" team; this was a type of fire that even water could not put out.
Luckily, an update in June of this year somewhat corrected this loophole, but "chain-stunning" was still possible, and along came the "second generation" tactic.
KingsIsle modified the secondary effect of stuns to not produce just one Stun Shield, but four (4). This counteractive update successfully trumped the ability to spam AOE-Stun after AOE-Stun. Even if the "chain-stunning" team all used a disable-all spell, their opponents would have at least one turn to act since there was now a shield for every potential stunner. So, along came the use of the spell that has the ability to remove all wards: Earthquake.
With a more concentrated and synchronized team (at least three Myth Wizards, especially) one could still chain-disable opponents. I'm not going to go into lengthy details on the procedure, but if enough people are interested in this expired method, I'd be happy to update this post. (I still remember that annoying battle against four Myths, just the day before Celestia arrived).
The arrival of today's update has added further countermeasures against the act of "chain-stunning."
Without the ability to remove all Stun Shields and disable all opponents in two or more consecutive turns, there is a largely improved balance in Player vs. Player. Crowns Players will get their money's worth whether they pay a fee per match or a time-interval pass, as their wizard(s) will have at least a chance to fight or cast back. As of now, players are free to test themselves offensively and defensively in any match. Go forth, fair duelers; it's a new dawn.
Monday, October 25, 2010
The Arena: Prologue (Wild Bolting)
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Zap, zap! |
More recently, in the early Test Realm (Celestia debut), this seemingly endless window of accuracy was shut down by this change:
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| Zzz or Zip or Zap or POW-BOOM! |
Now with two tiers of probabilities to go through (whether the spell Fizzles or not, and what value of damage is generated), winning by "Wild-Bolting" has been significantly reduced, and should someone claim a victory doing 1,000+ damage with one of these, it's all down to real great luck on their part, and empty of strategy (in my opinion, at least). If someone claims to use these as "shield breakers," I'd call them out on it; Lightning Bats does a solid 245-285 damage (equivalent to a 100-damage bolt with a Critical), and is a much better use for two pips. Consistency is more reliable than chance (Hey! An advanced PVP concept to explore in the future!).
Thus, fear not the tales of 4-minute battles against Storm Wizards. Losing easily in the arena is, well, not so easy anymore!
Sunday, October 17, 2010
Test Realm: Understanding Critical Hits and Blocks
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| Way too much pride? Nah. |
What exactly is "Critical Hit Rating?" How does having a larger or smaller amount affect my battles?
Our very own Sierra Starsong had this to pitch in:
I've done a little study on Criticals with a wand (fixed damage amount). It looks like the Crit#Thanks, Sierra! Basically, having even one point in Critical Hit Rating (CHR) will give you an opportunity, albeit a small one, to double the value of your successfully casted spell. If I "crit" on a 100-damage wand strike without any damage boost in that school, I will do 200 damage (on a non-resisting opponent) whether I have 5 CHR or 120 CHR.is your %chance of getting a Critical hit with that spell type, your Crit# gets reduced by the target's Block# for a net chance. (I'm not sure if a Blocked Critical does regular damage or if it gets blocked completely.)
Yes, a Critical Hit does double damage.
Healing spells can get Criticals as well, healing twice as much, if you've got a Crit# in the appropriate school (or a universal one).
However, if the opponent has some value in Block, it doesn't decrease my chance of doing twice my damage. Instead, it is a passive bonus that directly affects the Wizard with the Block attribute; they have a chance on the same scale as CHR to completely nullify (that means cancel, void, ignore, etc.) the extra damage from Critical Hit. So, if my wand attack "crits", and becomes Blocked, it means I'll still do 100 damage as normal, but my "crit" won't be counted at all.
Similarly, if I cast a Pixie--and "crit"--without any Incoming % or Outgoing % or heal-related charms, I will receive up to 800 recovered health, whether I have 5 CHR or 120 CHR. "Up to" considers that there may be a Doom and Gloom and/or Infection in play.
Thanks for reading!
Thursday, October 7, 2010
The Arena: Prologue
I ran into a thread a few days ago on Wizard101 Central where someone (I can't remember their name; it seems the thread has either been moved to somewhere discrete, or been deleted) asked where they could find PVP guides written by me. Just to clear up the rumors, I actually don't have any type of articles purely on that matter...until now. Most of my guidance was given through the game, so I'm assuming the requester overheard me at a post-match discussion or in the Hatchery the other night. Heck, with all the buzz on Twitter awhile ago, I've been unofficially labeled as the go-to person for the arena.
But that got me thinking. Why exactly haven't I started up on sharing some tactics just yet? (rhetorical question) Someone guessed it was because letting strategies surface would backfire on me someday. That's a possible consequence, but remember that we are playing a game that involves probabilities, and thus there are no "absolute" or "invincible" deck builds or playstyles. So, while tips and tricks may help reduce game-changing mistakes, they never guarantee victories. Guides are just guides.
In my case, I'll be introducing and exploring some basic and advanced concepts for PVP over the next few weeks. And because they're just concepts, it's really up to the player's critical thinking and decision-making that determines the outcome. No negative repercussions for me there; only more competitors and competent players!
WHY do PVP? For one, it allows you to explore your strategies, playstyle, and leadership skills in a new dimension. Cassandra Dragonheart, who's just started in the last few weeks, wrote:
Playing against HUMAN players and not mobs brings a whole new side of Wizard101 to light. Human players can think ;) and not just blade, trap, attack. PvP is a whole 'nother thing.Against another human, gameplay is not as repetitive as farming the Coven; arguably, the game is different every match, even when against the same Wizard. When your target is putting up enough shields to thwart that common strategy of a one-hit kill, you are then playing in a "world" that is much more difficult and demanding than Dragonspyre. In contrast to altering your playstyle away from "trap-stacking," you will also be experimenting defensively, finding yourself using more shields than before, to prevent an opponent's "trap-stacking."
Through learning to innovate by planning your deck against the unknown and unexpected, you're halfway there to being fully prepared against future Cheater bosses. As mentioned before in my Warehouse Guide, I pointed out that my group and I had very little knowledge of how the instance bosses behaved, other than that they used Rank 7 spells, including Rebirth. Heck, I was the only one who PVPed regularly between the four of us, but by applying a strategy I had learned from the Arena, we beat Estrakir, without guides, on the Test Realm, on our very first attempt. Thus, PVP also provides mental and tactical tools to use, no matter what your skill level or rank is. Whether you win or lose a match, there is something always to be gained from the experience (given that your mind is open, and that you do not give up). Beguile puts the target on your team for a few rounds. Minions can break shields. Life Dispel can prevent Life-based healing spells from going off. Such information is vital to know, should we find "trap-stacking" too simplistic in the future. Who knows what PVP will teach us about the coming Astral Magics and new Main School spells?
Before I throw down the playbook, I'd like to use the next few days (and posts) to discuss the perspectives on PVP a little more in depth, to clear up some general perceptions on it. In other words, this Prologue will be extensive, and expanded over a few days. Hopefully I can broaden the interest of those who have not yet tried PVP (but heard many "bad" things about the arena), or bring redemption for the sport in the eyes of those who tried and quit.


