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Thread: Boost Earthquake Spell!

  1. #21
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    Quote Originally Posted by Galath View Post
    Well someone here doesn't know what 15% of the remaining health means, so let me teach you a lesson.

    assuming build hut is target, 250 HP, 1 max EQ spell deals 12% damage (src: wiki), so 250x0.88^11 is 61.27HP, which means if you dump all 11 max EQ spell on builder hut you will get a hut with more than 1/5th of the health left.

    Now we look at TH, max TH10 has 5500 Health, do the same math and you will get 1348 HP, no where near destroyed.

    Therefore: EQ spell useless.
    I understand how the eq spell works and I also think it is useless, however your words were that it does 15% to the entire base. You said you wanted it buffed and according to your wording you want 7 eq spells to destroy any base. Learn to write in English to convey your thoughts.

  2. #22
    Senior Member Matthew81's Avatar
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    You seem pretty adamant that you won't be convinced... Fine... Don't use it!

    I have been loving it. Mine are only level three, but I have been using them to break open multiple wall compartments and severely damage high hitpoint defences in the area. There is a reason supercell made this the most expensive dark spell to brew.
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  3. #23
    Millennial Club johnthepan's Avatar
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    might as well drop a lightening spell.

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  4. #24
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    Quote Originally Posted by Galath View Post
    What use is a spell that can damage buildings but cannot destroy anything?????? and that tiny tiny spell area??? Worst spell idea ever! There is no reason to use this on walls btw, 2 earthquake spell cuts the health to little over 25%, while 1 jump spell "destroys" the wall!


    So, why not boost it, so its AoE covers the entire base? Sure it does 12% damage to the entire base, but it doesn't destroy anything at all, so it can soften up the base and be a little more useful.


    PS: Wall damage nerfed to normal.

    PPS: Those against this boost give me one place where this spell is useful.
    Actually, it's a pretty good spell. It actually is a better version of the jump spell and balances things out by the need of 4 spaces in the spell factory. Also you need 4 of any level of the spell to wreck ANY level walls.
    I'm actually at max th8 and the earthquake has opened up new strategies for me. You can easily open up the core which is sometimes not possible with wallbreakers who can get distracted by side wall-enclosed buildings.Furthermore, since I no longer use wallbreakers for my GoWiPe, i can roll in one more P.E.K.K.A to my traditional 2 Pe and 2 Go army. Thanks for the thread

  5. #25
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    Earthquake

    Quote Originally Posted by Galath View Post
    What use is a spell that can damage buildings but cannot destroy anything?????? and that tiny tiny spell area??? Worst spell idea ever! There is no reason to use this on walls btw, 2 earthquake spell cuts the health to little over 25%, while 1 jump spell "destroys" the wall!


    So, why not boost it, so its AoE covers the entire base? Sure it does 12% damage to the entire base, but it doesn't destroy anything at all, so it can soften up the base and be a little more useful.


    PS: Wall damage nerfed to normal.

    PPS: Those against this boost give me one place where this spell is useful.
    you are failing to recognize jump wares off quake doesnt noone using jump goes with one spell most use 2-3 so you would have to take 4 quakes and you can wipe out a 8 block radius in a base essentially making it so two star attacking is simplified if you made it stronger it would remove all challenge.

    Try to use it for a farming raid (15 giants 5 WBS 3 healers rest barch) 4 quakes and a rage for spells you will find it very useful for you in that style de will be readily available since you wont have to worry abt troops dying on walls ect.

  6. #26
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    It is percentage based..... If it can destroy a building......it can destroy any building..... So dumb

  7. #27
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    I am using the earthquake spell a lot right now. In war it softens the base a little because poison is useless against the lavahounds in the war cc.

    In my Elixer farming eq cracks the core with ease lowering the Elixer cost of my army and letting me farm Elixer far faster than before:

  8. #28
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    4 earthquake spells destroy any level wall, just so you know

    Quote Originally Posted by Galath View Post
    What use is a spell that can damage buildings but cannot destroy anything?????? and that tiny tiny spell area??? Worst spell idea ever! There is no reason to use this on walls btw, 2 earthquake spell cuts the health to little over 25%, while 1 jump spell "destroys" the wall!


    So, why not boost it, so its AoE covers the entire base? Sure it does 12% damage to the entire base, but it doesn't destroy anything at all, so it can soften up the base and be a little more useful.


    PS: Wall damage nerfed to normal.

    PPS: Those against this boost give me one place where this spell is useful.
    Our th10s use earthquake quite a lot, it offers a different AI reaction to the jump spell that on some bases is a better option.

    feel free to come over and watch some of our attacks

    mini armageddon #209cvyp9

  9. #29
    Forum Elder nas's Avatar
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    These new spells are a disaster.

    Poison is absurdly OP. Come on, a level 1 can kill a max wiz/witch. And now everyone has drags/loons in CC which makes a battle more predictable.

    EQ and Haste are just useless. Why would I take 4 EQ to destroy walls when I can take 1 jump and additional spells? Haste? Nah I'll rather have rage!

    In addition, there is no point leveling the spells up.

    I mean why upgrade poison, to make it have more damage? Still cannot kill a drag.

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  10. #30
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    learn how to use it.. its my staple spell now. permanent hole plus damage to buildings way better then a jump.

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