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

  1. #11
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    Someone didn't take math into consideration when making this spell.

  2. #12
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    It's false advertising. I would like my de back that I spent upgrading this spell. I have been playing a long time and recommend this game to lots of people. I will no longer speak of this game.

  3. #13
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    Quote Originally Posted by daz258 View Post
    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.
    It has to be able to take walls down at lvl1 with at most 4 spells or else it would be useless. Its like saying that jump spells shouldn't be able to let troops go over maxed walls at lvl1 unless you use two.
    Last edited by greywolf494; August 27th, 2015 at 03:15 AM.

  4. #14
    Millennial Club johnthepan's Avatar
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    The same reason lvl 1 jump spell lets you jump over any wall.

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  5. #15
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    Quote Originally Posted by greywolf494 View Post
    It has to be able to take walls down at lvl1 with at most 4 spells or else it would be useless. Its like saying that jump spells shouldn't be able to let troops go over maxed walls at lvl1 unless you use two.
    Exactly this. The dark spells are meant to create alternatives to regular spells. The best use of which is to keep both factories brewing in order to save brewing time. Of course it has to compete with a jump spell or its totally pointless.

  6. #16
    Senior Member Chadwick1e46's Avatar
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    Spoiler alert...the earthquakes main purpose ain't about walls...lol

    Quote Originally Posted by Floydical View Post
    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?
    This is definitely one of the most misunderstood spells of the game...but yeah...I have seen 4 level 1 spells take down level 11 walls..even if the math suggests otherwise...however, in the description of the spell itself, it does say structures nearly destroyed will fall anyways...
    so what the beef? Why upgrade?
    The answer lies in the increased hitpoints of structures that came along with the last update...that being said, the ONLY reason to upgrade the Quake is for structural damage on surrounding buildings...
    as discussed in this thread- 4 max quakes not only take out the walls but deal 40% damage to all structures touching the quake radius. That's a Big deal...especially if you have low or weak heros and you are trying to take down a beefed up hitpoint TH 10...infernos near by..xbows...etc...
    so in my opinion, the quake is well worth upgrading AS IS...busting walls is NOT the main payoff here...but a nice biproduct of Carnage blasted onto your opponent...plus it's cool that a lower TH level guy can use 4 Level 1 quakes to deal with high level walls...

    also...regardless of what level quake you have...you will always need 4 quakes to take out walls...here's why...the first quake takes a % of the the wall times 4...whatever is left on hitpoints the second quake takes a % of that....and so on....
    the misconception is that 4 quakes take a percentage% of total original hitpoint of the wall...NOT true...it only takes a percentage times 4 of whatever is left...that's why you will always need 4 quakes for walls...FYI
    this is also why you only take down 40% of structural buildings instead of 48-50%
    in other words you could have 1000 quake spells and still have a little tiny bit of structural percentage still left...theoretically...but supercell incorporated a loop hole that once the structure is nearly destroyed the structure will fall anyway...hence...the "4 level 1 quake to destroy level 11 wall effect"
    overall....
    Totally worth upgrading...priority one...Clash on!
    Last edited by Chadwick1e46; August 27th, 2015 at 06:04 AM.

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