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Thread: Jump spell vs Earthquake. Come weigh in!

  1. #11
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    Eq has its use. It covers a bigger area than jump by just a little bit so if 1 jump wont cover and eq may be the answer. Also level 4 knocking out a good chunk of hp from and inferno, xbow, cc and other high hp buildings can be huge. Get it to level 4 as soon as you can, but not a priority over heroes. That is where your de should be focused.

  2. #12
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    Jump.. Tried EQ and ir cripples the attack with so few spells left, just my experience. No point in uprading EQ right now.

  3. #13
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    BROKEN - Math is hard.

    So in general, Jump seems to have a way higher upside at the moment than earthquake does - unless you run out of time. I personally think earthquake will be updated at some point - mostly because currently the math makes absolutely ZERO sense.

    lvl 1 EQ does 6% damage (x4 against walls) = 24% damage (x4 spells) = 96% damage, but walls are destroyed anyway, so thats fine i guess....

    lvl 3 EQ does 10% damage (x4 against walls) = 40% damage (x3 spells) = 120% damage.........but walls are NOT destroyed with 3 earthquake spells. DA FUQ?


    So as of now, Jump spells are clearly the best option. But there is certainly something to be said for opening a base wide open with EQ's and paving an open road to the center without having to try and F with the "re-targeting" that jump spells are suppose to induce on your troops. It's so much safer and makes raids so easy for the most part. But that math is absurd, and I'm pretty disappointed in Earthquake for now. Can't wait for the patch though!

  4. #14
    Millennial Club jonnguy2014's Avatar
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    Quote Originally Posted by Clout View Post
    So next up I'm maxing my spells. I use my jump in war. 2 to be exact but it's still level 1. So is my earthquake. Am I better bringing 4 earthquake and max them or maxing my jump. I'll get to both eventually but which one first?

    if it helps I'm a th10 l 123. And generally use max gowiwi or a combo of gowipe/gowiwi. Thanks.
    Max the jump....
    Earthquakes work well on any level wall...

  5. #15
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    Quote Originally Posted by Caguggenmos View Post
    So in general, Jump seems to have a way higher upside at the moment than earthquake does - unless you run out of time. I personally think earthquake will be updated at some point - mostly because currently the math makes absolutely ZERO sense.

    lvl 1 EQ does 6% damage (x4 against walls) = 24% damage (x4 spells) = 96% damage, but walls are destroyed anyway, so thats fine i guess....

    lvl 3 EQ does 10% damage (x4 against walls) = 40% damage (x3 spells) = 120% damage.........but walls are NOT destroyed with 3 earthquake spells. DA FUQ?


    So as of now, Jump spells are clearly the best option. But there is certainly something to be said for opening a base wide open with EQ's and paving an open road to the center without having to try and F with the "re-targeting" that jump spells are suppose to induce on your troops. It's so much safer and makes raids so easy for the most part. But that math is absurd, and I'm pretty disappointed in Earthquake for now. Can't wait for the patch though!
    Has nobody made a post about the broken math of earthquake spells yet? I'm searching based on "earthquake" as a keyword and not finding anything relevant. Seriously? people aren't talking about this?

  6. #16
    Pro Member TheGurgeMan's Avatar
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    Quote Originally Posted by Caguggenmos View Post
    So in general, Jump seems to have a way higher upside at the moment than earthquake does - unless you run out of time. I personally think earthquake will be updated at some point - mostly because currently the math makes absolutely ZERO sense.

    lvl 1 EQ does 6% damage (x4 against walls) = 24% damage (x4 spells) = 96% damage, but walls are destroyed anyway, so thats fine i guess....

    lvl 3 EQ does 10% damage (x4 against walls) = 40% damage (x3 spells) = 120% damage.........but walls are NOT destroyed with 3 earthquake spells. DA FUQ?


    So as of now, Jump spells are clearly the best option. But there is certainly something to be said for opening a base wide open with EQ's and paving an open road to the center without having to try and F with the "re-targeting" that jump spells are suppose to induce on your troops. It's so much safer and makes raids so easy for the most part. But that math is absurd, and I'm pretty disappointed in Earthquake for now. Can't wait for the patch though!
    Earthquake spells do damage compared to the total hp left, not the total hp.

    If we went by your rules we could just drop eq spells on the th and take it out. Works with percentage left not overall.
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  7. #17
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    Quote Originally Posted by Caguggenmos View Post
    So in general, Jump seems to have a way higher upside at the moment than earthquake does - unless you run out of time. I personally think earthquake will be updated at some point - mostly because currently the math makes absolutely ZERO sense.

    lvl 1 EQ does 6% damage (x4 against walls) = 24% damage (x4 spells) = 96% damage, but walls are destroyed anyway, so thats fine i guess....

    lvl 3 EQ does 10% damage (x4 against walls) = 40% damage (x3 spells) = 120% damage.........but walls are NOT destroyed with 3 earthquake spells. DA FUQ?


    So as of now, Jump spells are clearly the best option. But there is certainly something to be said for opening a base wide open with EQ's and paving an open road to the center without having to try and F with the "re-targeting" that jump spells are suppose to induce on your troops. It's so much safer and makes raids so easy for the most part. But that math is absurd, and I'm pretty disappointed in Earthquake for now. Can't wait for the patch though!
    lol do you even math?

    The % is from WHAT'S LEFT, not from the original value.

    It's like if you can stack coupons. Say you have a 50% off coupon and there is something else for 50% off, that doesn't mean it's free, it means you get 75% off (if you can stack them)
    Last edited by FisherPrice; August 22nd, 2015 at 02:25 AM.

  8. #18
    Forum Elder Kowalski711's Avatar
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    #ASA

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  9. #19
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    Quote Originally Posted by TheGurgeMan View Post
    Earthquake spells do damage compared to the total hp left, not the total hp.

    If we went by your rules we could just drop eq spells on the th and take it out. Works with percentage left not overall.
    If you ARE correct, then you just proved my point that there is a big bug involved in that math.

    So 24% on first hit leaves 76% left. so just to finish up this math for you so i don't have to explain everything -
    76-18.24=57.76-13.86=43.90-10.54=33.36 That's the % of hit points left on walls based on the theory that Earthquakes do damage based on amount of health left after each spell.

    Last time I checked walls shouldn't randomly explode with 33% of their HP left. Im a little annoyed that they explode with 4% left according to my original calculations. So Either you're wrong, we're both wrong, or there is in fact a bug here that should probably be fixed.

  10. #20
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    Hmmm now I don't know
    Last edited by FisherPrice; August 22nd, 2015 at 02:35 AM.

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