Ritual of Doom.....Reloaded [comparison/poll]
Posted: Sun Jun 07, 2015 11:35 am
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....
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....