An interesting card however no one seems to have deciphered how to correctly use it yet. How to last 40 seconds? And then the question of whether or not faster spells would have done more damage and sooner. So let's see the numbers.
Let's say we face four units which is pretty common and assume that spells would be played intelligently.
In forty seconds....
1. Ritual of doom deals 8000 magic damage in 40s
2. Flaming arrows played vs 2 odd number units does 700 every 7s so does 4200 pierce in 42s. 6300 vs three odd cd.
3. Meteor does 3000 melee damage on 42s
4. Poison rain does 1600 special damage in 36s
5. Path to grave does 2000 special damage (2x at single strength, 2x at double, 1x at triple). Just a conservative estimate.
6. Blizzard does 3200 pierce damage.
7. Power of wizards vs 1 magic attacker does 7200 magic damage in 42s. Vs 2 magic attackers does 9600.
8. Thinder gods wrath vs four 1800 hp units does 5400 damage in 42 s (900*4 + 450*4)
9. Assasinate vs 10s cd does 2500 damage in 36s
10. Shadow bolts vs two same attack types does 4000 damage in 40s. 6000 damage vs three same attack type.
11. Chain lightning vs 2 of one faction does 4800 magic damage in 42s. 7200 vs three same faction.
12. Energy twister does 8000 special damage in 36s.
13. Arcane blast vs 1 low cd unit does 6400 damage in 36s. 9600 of two low cd units.
So all of this is an unfair analysis bc spells would inflict much less damage as they finish off units. But for fair comparison we assume that all I its stayed alive just like ritual of doom would not kill any unit intil 40s. Every spell has a purpose and a time to be played and usually the correct spell is picked that will inflict the most damage in the most ideal conditions. It should also be noted that bc most spells finish off Uniys there is a large degree of damage prevented to you from incoming attacks. Almost like built in healing n with ritual of doom you will have to hold off these units for some time. Now I can see that every spell has a purpose and a proper use and even now I can see some combination maybe to use this spell with shadow shield deck or a gargoyle deck that is slowly surviving and wants to just finish with a bang.
I would like to make an alternate suggestion to this card that would make it both more playable and exciting as now I know many players with this card who have never used it once in battle. Such a modification could be any of the such.
1. Cd=20s. Deals 3000 magic damage and can continue to go off every 20s.
Though I do not know what would be a fair cooldown or amount of damage dealt I feel this card concept is best served by making it long but not too long and repeatable. Such above suggestion could be any cd between 15-25s dealing any amount between 2000-4000 damage.
As just a simple comparison here are some units and how much damage they can inflict in 20sec vs four typical units.
1. Storm elemental. 2800 magic damage in 18s with spell on board
2. Dancer 2400 magic damage in 20s and makes others faster.
3. Evil Lich approximately 3000 magic damage in 22s but grows with time
4. Elvyn fairy 2120 damage in 16s but immune to spells
5. Magister 2600 in 18s but can easily be doubled if lucky.
There are many advantages to having spells I flict similar amounts of damage though over units as units can easily die whereas spells can continue on.
Well I would be interested to hear what others think....
Ritual of Doom.....Reloaded [comparison/poll]
Re: Ritual of Doom.....Reloaded [comparison/poll]
What a fascinating post! If every player analyze the cards so deeply as Bookie do. We would be so pleased and feel all our years of development of this game is worthy.
Re: Ritual of Doom.....Reloaded [comparison/poll]
We always try different of ideas (paid and free player version) to beat new cards or certain kind of cards and we always enjoy the moment. I hope admin can carry on with your job and bring us more fun in the future. In the meantime, i hope i can bring more solution to free player so that they enjoy the game as much as we do.
-
- Posts: 33
- Joined: Mon Sep 01, 2014 10:50 pm
- Location: Phoenix, AZ USA
Re: Ritual of Doom.....Reloaded [comparison/poll]
2 gargoyles, goddess favor, healing, ritual of doom, and either a 3rd gargoyle, another healing, drain life, or summertime. Commence maniacal laughter.
Used to work better before the gargoyle nerf but its still viable if the gargoyles are level 40+
Used to work better before the gargoyle nerf but its still viable if the gargoyles are level 40+
Re: Ritual of Doom.....Reloaded [comparison/poll]
Sfter much testing and friends matches my small group if friends conclude this card best in core where a second deck can finish off a first weakened deck to help get some "easy" seconds off the clock. Looks more plausible and might even be able to put two ritual of dooms in some decks with good timing.
-
- Posts: 1
- Joined: Sun Feb 12, 2017 7:47 am
Re: Ritual of Doom.....Reloaded [comparison/poll]
Hi all!
I'm absolute noob and it happens that I made first in my life more or less descent deck based on this very card. It's winning rate about 60-65% and its CAP = 28 (30 now after enhancing). In quick mode it once made 15 straight wins. I use
1. Healing
2. Healing
3. Ritual of Doom
4. Crusader
5. Crusader
6. Crusader
3 Crusaders have 100% chance to double their defence, so they are rather tough. I was experimenting with card 2, for example Blizzard, but simple Healing seems more appropriate for the idea of this deck:
A) You endure 40 s and kill them all with Ritual
B) If some of them live (about 50% battles), you kill them after 2 s with Crusaders left. The good point that Unarmored units are most tough against Ritual (and more likely to survive) but most vulnerable against Crusaders Melee attack.
C) If you cannot kill survived enemies (Crusaders are not much about damage dealing) you like to win ater 99s with more HP left because of 2 Healings and high initial HP of Crusaders.
Great cooldown time makes Crusaders good vs Succubus and Pit Traps.
Healing is better than Blessing of Mother Earth bcause it's the same faction as Crusaders and you get bonus. You also need all Crusaders be alive so good healing for the most weak preferable than average healing for all.
I also shink that Healing is better than Angels's Amulet (if I understand its mechanics right). Healing will do 458 points 5 times - it is 2250 HP healed - almost as Amulet do with incoming damage but incoming damage are not equal to taken damage. Crusaders will have only about 55% of it. So Healing do better job.
Minuses:
This deck is rather vulnerable for some cards.
Sabotage: to deflect the threat I put 2 Heals which had 8 sec cooldown because of bonus in first two places so they'll defend Ritual to be banned or destroyed by Sabotage.
Magic Overwhelm: Well, nothing could be done - the only left Healing is not sufficient, but still it could mend some damage. Only luck could help.
Elven Fairy: not affected by Ritual. But still I win several times on B) and C) cases (see above
High Magister: This card is not very often one.
Storm Elementals: they just deal much damage for Heavy Armor and could simply kill Crusaders fast enough.
Assasination: Very powerful against slow cooldown Crusaders.
That's all I researched. Sorry for my poor English.
I'm absolute noob and it happens that I made first in my life more or less descent deck based on this very card. It's winning rate about 60-65% and its CAP = 28 (30 now after enhancing). In quick mode it once made 15 straight wins. I use
1. Healing
2. Healing
3. Ritual of Doom
4. Crusader
5. Crusader
6. Crusader
3 Crusaders have 100% chance to double their defence, so they are rather tough. I was experimenting with card 2, for example Blizzard, but simple Healing seems more appropriate for the idea of this deck:
A) You endure 40 s and kill them all with Ritual
B) If some of them live (about 50% battles), you kill them after 2 s with Crusaders left. The good point that Unarmored units are most tough against Ritual (and more likely to survive) but most vulnerable against Crusaders Melee attack.
C) If you cannot kill survived enemies (Crusaders are not much about damage dealing) you like to win ater 99s with more HP left because of 2 Healings and high initial HP of Crusaders.
Great cooldown time makes Crusaders good vs Succubus and Pit Traps.
Healing is better than Blessing of Mother Earth bcause it's the same faction as Crusaders and you get bonus. You also need all Crusaders be alive so good healing for the most weak preferable than average healing for all.
I also shink that Healing is better than Angels's Amulet (if I understand its mechanics right). Healing will do 458 points 5 times - it is 2250 HP healed - almost as Amulet do with incoming damage but incoming damage are not equal to taken damage. Crusaders will have only about 55% of it. So Healing do better job.
Minuses:
This deck is rather vulnerable for some cards.
Sabotage: to deflect the threat I put 2 Heals which had 8 sec cooldown because of bonus in first two places so they'll defend Ritual to be banned or destroyed by Sabotage.
Magic Overwhelm: Well, nothing could be done - the only left Healing is not sufficient, but still it could mend some damage. Only luck could help.
Elven Fairy: not affected by Ritual. But still I win several times on B) and C) cases (see above
High Magister: This card is not very often one.
Storm Elementals: they just deal much damage for Heavy Armor and could simply kill Crusaders fast enough.
Assasination: Very powerful against slow cooldown Crusaders.
That's all I researched. Sorry for my poor English.