Lvl 7 Air Defense Lightning Spell

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Marlys Stotesberry

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Aug 5, 2024, 12:01:16 PM8/5/24
to ebbreastiver
Im at T.H. 7. In war I use an all dragon attack. I usually don't get 100% when attacking T.H. 8 and was wondering what I can do to change that? In particular I was wondering about the spell use. I often drop 3 lightening spells on an air defense but sometimes maybe something can be done better? For example in the picture bellow would it be a good idea to use range when the dragons get close to all the air defense since they're close together, and rage works best to get through small tough areas?

With air defenses that close to each other, it is best to storm in guns firing with dragons with rage spells. With the clan castle there, two rage spells can be placed for the dragons to quickly take out the air defenses and clan castle troops when attacking from the south of the base. Even with the air sweeper there, the speed boost could help with the recovery and help the dragons attack faster.


Of course, you could face some losses due to the combo of three air defenses... But rage spell should work best if the dragons start going towards center, where the air defenses are. Lightening spells are usually used against TH7 as they only have one air defense left and healing spells are usually used against inferior players/ a raid with lots of low health troops like BARCH.


Two of the air defences are together so you would have to use three lightning spells to take them both out. Then come from the top of the base using dragons. Do be wary of clan castle troops and I would take some archers. Due to the fact there is only one air defence it would be difficult to stop 8 or 9 dragons. Home this helps but you are lucky because two of the air defences are close together.


The base in the example is highly unlikely to be 3 starred in an all dragon attack by a th 7. It is certainly doable but not a gimme for attack by a th 8.I prefer to use lightnings as my drag attack spells to kill an ad (or 2 ads eventually). There are times though if the ads are close enough to the edges that rages can work well. I do not like healing spells for dragons.


I just wanted to say thanks for making this incredibly helpful zapquake calculator. I use it almost every time I do a war attack that uses a zapquake. It has never given me a wrong result. I carry extra freeze or rage spells in the extra space your calculator saves me; always handy in a close attack.


I am glad that you like the tool and it is helping you. For Level 5 Eagle Artillery @th14 you need 8 max Lightning and 1 Max Earthquake spell. For more info you can also check this page Defence Wise ZapQuake Table


Hi,

Using lightning and earthquake spell you can take down the eagle artillery, but then the quantity will be based on what is the level of your earthquake spell and lightning spell plus the level of the eagle artillery that you want to take down. You can use the above chat for the same.


In another thread that I do not want to derail further, I claimed that one problem that the (otherwise great) wound rules have is how they deal with wounded characters subjected to effects that do not generate defense totals; in particular, I wrote


Well, my games do tend to see relatively little "magical combat" (fighting is mostly left to grogs, and magi far more often dominate, bind, trick etc. enemies than bombard them with fire and lightning) so I may be wrong. But I still think I am right. I'd be happy to be proved wrong though.


A magus casts an Incantation of Lightning at him. Damage is stress die + 30 vs. stress die + 12 Soak. Soaking is not an action so it is not penalized by wounds - see the errata for clarification on this. The knight has better than even chances of taking nothing worse than yet another heavy wound (as long as his player rolls no lower than the magus'), and only about one chance in 10 of being killed on the spot (it only happens if his player rolls at least 7 points lower on the the stress die).


Assume instead a child kicks the knight. Let's say the child has Atk -3 and Dmg -3. So the child attacks the knight at stress die -3 vs. stress die + 12 -90. The child has at least 99% chance (unless his player rolls a 0 and the knight's rolls a 1) of hitting the knight with an attack advantage of at least +65, and thus a Damage - Soak Total of 50 that kills the knight on the spot.


There is an action - reflexively trying to save yourself. That's why you roll a die, and why you can botch. It's a mechanic that replaces the defense total. The wound penalty, in this case, applies to the soak, whereas in non-spell combat, the penalty applies to the defense total.


This was made clear in the errata because otherwise you have to apply Wound Penalty twice in normal combat, first to the defense and then to the Soak. Rather than having it apply twice there as the errata could have made it, instead the errata are explicit that Soak is not an action and that is why the Wound Penalty does not apply to it.


You're correct callen that soak is explicitly not an action / modified by wound penalties... in a text passage that has attack and defense total. When you have a non-magical attack, your action is on your defense total. Applying wound penalties to soak would be doubly applying your wound penalties (since it's already applied to your defense, thereby increasing the enemy's damage).


As for this, I'll disagree. If you are heavily wounded already, it makes very sense that another strike at you hurts even more. It's not about defending, is about being so hurt that anything hurts even more.


Also, the text you quoted doesn't say that any other penalties do not apply. It just tells to use a -10 Defense Total. I would agree, however, that any penalties due to being fatigued wouldn't make sense.


Besides, if we don't want to go with that you can just say you drop your weapon as a botch and go with a 0 Defense Total to game the system, which was already available. And that makes the child even worse.


There's no logical explanation to adding a stress die on the soak vs a spell, unless there's a reflective defense going on vs attack spells that auto-hit (after all, soak is static, not variable, in the regular combat system);


If wound penalties do not apply, then yes, ezzelino is 100% correct, damage spells in ars magicka are broken and spellcasters can't kill things with damage, they're just sweetening the opponent for grogs.


Have you considered what happens if they do apply??? You die super-fast from all sorts of painful but fairly normal environmental stuff. It's all sorts of totally messed up. But the damage spells are still OK because of ezzelino's other mistake.


Somehow you are reading that the penalties are included in the Defense Total, and thus -10 means any penalty is disregarded. They are not. They are applied to the Defense Total. You get -10 and any penalties on top of that.


Otherwise you have the very weird case of two people tied up, one of them without any damage, the other severely wounded. Hit them both with a sword. It's obvious that one of them should have a higher chance of dying than the other, but if you give a flat -10 on defense to both without accounting for the penalties, this doesn't happen.


You're now examining a different part of the rules. If you disagree with how wounds happen and all, fine. But this is handled by a different mechanic that you're conflating with this one. If you're heavily wounded and undergo more stress you make Recovery rolls. That can kill you, too.


I was one of those people that told others that they shouldnt complain about lightning.

But from all the base spots on Exile lands there is only 1 spot where the lightning doesnt go through the structures and mesh.


But this lightning is to much and even of Funcom didnt ban for putting loads of claim to protect our bases from getting meshed by lightning. Than the bat can still fly on top of that and it will take 2 strikes more.


And we all know, pvp hours should be fun. So camping our base with a counter spell isnt gonna be worth it.

Ill get it, a base can be raided any time.

But a base that totally got rekt in 15 mins isnt how this game would go forward.


I believe something will be tweaked with it but not before they figure out the current game breaking issues. Will probably be to late though as many will leave when they figure out bases are pointless in the current meta.


We have 5 hours that enemies can attack our base on officials. 4 minutes after raid time did start, my team messaged in our clan chat that someone tried to raid us.

5 out of the 9 ceilings in our base (Gutter) in the middle of that base spot, got destroyed by 1 lightning spell.

Just 1.


They gave us ps3 loading screens on ps5.

They gave us a spell that destroys a base within 4 minutes (No joke, my team did send me pictures 4 minutes after raid time did start and it was almost gone) the spell is as easy as farming a iron tool when you just joined a server.


I preffer getting meshed by 3 cheating players, because i can defend myself against that. But 3 lightning spells on most locations and i would just leave that server and eventually even the full game sadly.


I'm on my way to defiance bay and I encountered some Druids.



Now, Eder tanks the melee mobs and I spread my ranged out to start shooting - and suddenly lightning strikes from the skies CONSTANTLY - destroying my whole team in seconds.



The lightning strikes my characters with rapid succession, I'm guessing its a druid spell? Not sure how to deal with it - any advice? :

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