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Thread: Calling shenanigans on EARTHQUAKE spell!!!

  1. #21
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    Quote Originally Posted by MoriartyLives View Post
    It's interesting how I'm the only person who has ever found that the best place to use this spell (whose only purpose is to destroy walls...?) just happens to be in a place where infernos and xbows also live.

    But to each his own. Don't use level 4 EQs on my infernos. I'm completely fine with that.
    Agreed. I try to plan the quake spot based on where the xbows and other key buildings are that I want destroy quickly. Always a bonus when I can catch the TH as well

  2. #22
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    Quote Originally Posted by FisherPrice View Post
    The ignorance on this topic is astounding


    Prime example
    the only ignorance here is you man.

  3. #23
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    Quote Originally Posted by dorme86 View Post
    the only ignorance here is you man.
    You are free to never use it if you think it's completely pointless and useless.

  4. #24
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    What's your deal?

    Quote Originally Posted by dorme86 View Post
    No one with a brain upgraded this spell unless they have no further use for DE.
    There is simply no point in upgrading it at this point.

    I for one am shocked people actually use it. 4 spell spaces to do what my max jump spell can do in 2 spell spaces.....pointless.
    Lol. Go get a happy meal. You are hostile on all your posts.

  5. #25
    Forum Master Saleh47's Avatar
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    Quote Originally Posted by dorme86 View Post
    No one with a brain upgraded this spell unless they have no further use for DE.
    There is simply no point in upgrading it at this point.

    I for one am shocked people actually use it. 4 spell spaces to do what my max jump spell can do in 2 spell spaces.....pointless.
    First, upgrading EQ adds extra damage on buildings around walls. Difference between lvl1 and lvl4 is about 100% extra damage. So there is a point in upgrading it. Priorities are different for everyone.

    Second, if you got a base with condensed walls such as southern teaser bases EQ will do better job than 2 jump spells. The wide opening will path troops better than jump.

    @OP: If we could destroy walls with 3 lvl3 EQ spells it would be OP. This was made like this to keep it balanced and not better than jump in all cases. If it was 3 I would always take 3 EQ instead of 1 jump the extra 1 slot for 1 EQ also. Maybe this will be changed next update somehow.
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  6. #26
    Forum Elder Yoyobuae's Avatar
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    Quote Originally Posted by Saleh47 View Post
    First, upgrading EQ adds extra damage on buildings around walls. Difference between lvl1 and lvl4 is about 100% extra damage.
    That is only true if a single EQ is used. Using four EQ spells the difference is 66% extra damage for level 4 (35% damage for level 4 VS 21% for level 1).
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  7. #27
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    Quote Originally Posted by Yoyobuae View Post
    That is only true if a single EQ is used. Using four EQ spells the difference is 66% extra damage for level 4 (35% damage for level 4 VS 21% for level 1).
    Four level 1 EQ total to 24% damage on all non-storages.

    Four level 4 EQ total to 48% damage to all non-storages.

    That is quite literally a difference of 100% given the context. Yes, it's also 24% more damage...but 24% damage doubled to 48% damage is 100% more damage. Get it?


    Or put it this way...at lvl4 the four EQ needed to take down walls does twice as much damage to non-storage buildings as would four lvl1 EQ

  8. #28
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    You have some strange math, man.

    if one spell does 6% damage, then after applying it the building will have 0.94 x MAX
    if you apply 2 spells one by one then it will be 0.94 x 0.94 x MAX = 0.8836 x MAX and not 0.88 x MAX
    if you apply 4 spells one by one then it will be 0.94^4 x MAX = 0.78 x MAX and not 0.76 x MAX

  9. #29
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    Quote Originally Posted by Saleh47 View Post
    First, upgrading EQ adds extra damage on buildings around walls. Difference between lvl1 and lvl4 is about 100% extra damage. So there is a point in upgrading it. Priorities are different for everyone.

    Second, if you got a base with condensed walls such as southern teaser bases EQ will do better job than 2 jump spells. The wide opening will path troops better than jump.

    @OP: If we could destroy walls with 3 lvl3 EQ spells it would be OP. This was made like this to keep it balanced and not better than jump in all cases. If it was 3 I would always take 3 EQ instead of 1 jump the extra 1 slot for 1 EQ also. Maybe this will be changed next update somehow.
    the extra damage isn't some huge perk, it takes up 2 spaces, 2 space you can take an extra rage.

  10. #30
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    Quote Originally Posted by dorme86 View Post
    the extra damage isn't some huge perk, it takes up 2 spaces, 2 space you can take an extra rage.
    You are free to attack as you wish.

    But don't fall for the asinine contention that extra damage to the buildings is useless, or that large gaping 8+ tile diameter permanent holes are not useful.

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