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Thread: Why is lvl 1 Earthquake as good as lvl 4 against walls?

  1. #1
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    Why is lvl 1 Earthquake as good as lvl 4 against walls?

    I know that it takes 4 Earthquakes of any level to take out any level wall, but why is that? Clearly based on percentages alone, it should only take 2 lvl 4 Earthquakes to do the same as 4 lvl 1's.


    So what is going on? Is there a hidden limit on how much damage a single EQ spell can do to a certain wall segment? By that I mean is every EQ spell limited to doing no more than 24% damage to a wall? Obviously the 4th spell finishes off the last few % no matter what, but there must be a hidden damage limit right?

  2. #2
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    Its a very odd thing

    There are many threads on this ... But to me the EQ spell mystery is the oddest thing Supercell has done.

    It makes absolutely no sense that it would take 4 EQ spells at any level to take down ANY LEVEL WALL.

    I realize there is extra damage to surrounding buildings for higher level spells but nobody uses the spell for building damage. Yes that is a plus but not much of one as far as I'm concerned.

    I did what is probably the dumbest thing of all ... I went ahead and maxed my EQ spell. I did this gambling that someday Supercell will make an update that makes more sense and I will not need to scramble to max the EQ spell for the new advantage.

    Until then ... I'm just paying way more for each EQ spell than someone with a level 1 EQ spell :-(

    But whatever ... we will see if it ever pays off.

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    Last edited by BFBG; August 26th, 2015 at 03:59 PM.

  3. #3
    Jwp721's Avatar
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    Upgrading in anticipation of a future nerf will never "pay off". But at least you already have the process done.

  4. #4
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    I've seen a post about it on OH blog http://www.onehiveclan.com/blog/eart...-not-adding-up. It's weird indeed but imo there's no point in upping it cause you want it to destroy walls not damage buildings (which is just a little advantage you get for using 2 full spell space). And to some peeps who aren't quite into the EQ stats, damage always counts from the current HP not the total, just to make it clear
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  5. #5
    Forum Elder Yoyobuae's Avatar
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    Very simplified explanation.

    Level 1 EQ spells:
    EQ spells used HP %
    0 100%
    1 73%
    2 53%
    3 33%
    4 0%


    Level 4 EQ spells:
    EQ spells used HP %
    0 100%
    1 60%
    2 40%
    3 20%
    4 0%

    EQ spell number one does a bit more damage when upgraded to level 4 (40% instead of 27%). EQ spells number 2 and 3 do the exact same damage. And spell number 4 just finishes up the remaining percentage.

    The reason the spells 2 and 3 do the same damage at level 4 than at level 1 is because there's a guaranteed minimum damage of 20% for walls:
    Quote Originally Posted by Anoushka[Supercell] View Post
    Those figures in the info box are just approximations and the real math is more complex (we would have to talk about "spell ticks, damage factors being applied as a square, and different guaranteed-minimum damage factors for both walls and buildings") -> but, the %-damage is skewed to deal more %-damage when the remaining building HP is high, and less %-damage when the remaining building HP is low in order to make the effect of a single Earthquake spell more significant, end of quote from our programmer.
    This effectively raises the damage of level 1 EQ to be the same as level 4 EQ by the second spell (on walls).

    Quote Originally Posted by Floydical View Post
    So what is going on? Is there a hidden limit on how much damage a single EQ spell can do to a certain wall segment? By that I mean is every EQ spell limited to doing no more than 24% damage to a wall?
    There's no upper damage limit, but a lower minimum damage as explained above. The effect of level 1 EQ is boosted by this to the point it can destroy walls in 4 spells.

    Quote Originally Posted by Floydical View Post
    Obviously the 4th spell finishes off the last few % no matter what, but there must be a hidden damage limit right?
    If EQ is used on a wall with 33% or less HP it will destroy the wall. EQ level doesn't matter for this effect.
    Last edited by Yoyobuae; August 26th, 2015 at 05:09 PM.
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  6. #6
    Forum Elder mido2malik's Avatar
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    I think in the future, this will change to make upgrading quake spell more worth it.

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  7. #7
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    Ty guys

    Thanks for the responses, I think I understand better now. The short of it is SC implemented some pretty complicated math not shown in the spell's stats.

    It obvious they purposely made the dark spells competitive at lvl 1 and limited the bonuses gained from upgrading.

  8. #8
    Forum Master daz258's Avatar
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    Quote Originally Posted by Floydical View Post

    It obvious they purposely made the dark spells competitive at lvl 1 and limited the bonuses gained from upgrading.
    It does, but I think that is really bad logic.

    The amount of farming required to get lava or zap walls is phenomenal...and for lv 1 EarthQuakes to crumble them just as easily as a max EarthQuake is a real kick in the guts.

    Where is the reward for farming such good walls? Especially in todays game when the walls get so much war weight.

    I think the only fair thing SuperCell can do is reduce wall weight in wars, or change the EQ spell so a lazy lv 1 isn't so OP.
    Last edited by daz258; August 26th, 2015 at 11:09 PM.
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  9. #9
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    I expect SC to change it in the future. My guess, though, is they will nerf it and make l1 walls not be able to break max walls rather than making higher levels break walls easier.

  10. #10
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    It is ridiculous. There is absolutely no incentive to upgrade eq spell. It gains you nothing worth the expense of upgrading and creating potions.

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