Asa potential enhancement if you do this again, it would be nice to see how these usage statistics correlate to win rate. Something less popular in higher tiers may end up being more effective, because it is used less.
Depending on which language you use to get the data from the API, I may be able to lend my assistance in potentially doubling your sample size. If you can collect the data in an autonomous fashion, my server that runs 24/7 may be of use.
2. Theoretically what you could do is use a timed script and the GetMatchHistory API. 15 minutes after the start of a GMT day, get the first 3. With a list of all the High and Very High matches in a time period, you then use GetMatchHistorybySequenceNum to get all the match details from that time period. You have a complete list of High and Very High matches, so everything unlisted should be a Normal match, Bot match, or Abandon match. Theoretically, you now have a complete match listing by skill bracket.
4. Possible snags are perhaps GetMatchHistory doesn't update perfectly chronologically so that some new matches might end up placed earlier than matches you already have and get skipped. I don't know enough about how it behaves in realtime to eliminate this possibility. It's also potentially call intensive, but maybe not as bad as I originally thought. If you can get both High and Very High done in 15 minute intervals, then you're only looking at 40 calls ((500/25) * 2) max every 15 minutes. Most of the calls will be to bySequenceNum, which is way more efficient than what I'm using now and can be done at your leisure since there's no time constraint.
getmatchhistory is ordered by ID, so this means that the results it returns will mostly be abandoned and left games. This is quite a problem if you wanted to view the most recent data, but is a non-factor for all data that is atleast 1.5hours old (most games finish within an hour tops).
The Story Timeline expands the chronological table of Grand Chase history that was provided by KOG Studios[1] and summarizes all known events within the Grand Chase universe. It includes the jobs' backgrounds, passages from missions, and stories that were omitted after the story revamp but do not contradict the established lore, attempting to organize all of them in chronological order. For any inconsistencies found, whether a retcon or mistake on KOG's part, newer information is preferred.
While some stories happened in an unspecified time, those that were indicated or hinted to happen between certain events will be placed accordingly. However, events in the manhwa cannot be inserted due to having a different narrative from the game.
NOTE: This article is currently under development. The events in Grand Chase Dimensional Chaser will not be included, however, the chronology of events is subject to change depending on the progression of the story in the sequel game.
(NOTE: The following events were only indicated to precede the game or that they occurred concurrently with the history. With no specified dates to go on, these events cannot be placed anywhere else in the timeline.)
(NOTE: Originally in the dungeons' dialogues, Vanessa met Grand Chase in the Temple of Cuatal and was forbidden to enter other territories of the gods. When she became a Quest NPC, however, Vanessa had already joined them in the Xenia Border, and she could somehow pass beyond Valstrath despite the limitations.)
I sincerely welcome any comments or suggestions.
All roles and their strategies will be explained in detail within this guide, along with item and skill-sequence explanations. This guide is meant to be thorough and in-depth, for those who are serious about learning the best uses of this hero.
The organization is chronological rather than topical -- I'm taking you through a game, stage by stage, and explaining what it should look like and how it should be played, ideally.
Look for the tag MZ (MikeZulah) for quality, no b.s. hero guides! And have fun!
Thanks and I hope you enjoy!
MikeZulah
_
Broodmother is a truly unique hero for the simple reason that she modifies the map, by use of her Spin Web ability, to fit her purposes; no other hero has such an ability. The new Broodmother (post 6.79) functions quite differently from the old one, and it's important we take a renewed look at her playstyle -- especially that of the early game.
Since the introduction of the 6.79 patch, the ability Spin Web has become much more useful. Before the patch, Broodmother used her webs for movement speed, regen, and invisibility, but in truth she was hugely dependent on the invisibility. Now, however, her webs give her the unlimited mobility of a flying unit, which is a far greater asset than even invisibility. Kiting, rather than "invis-and-hope", is now the strategy of the day.
So you dusted her? You bought a gem? You picked Bloodseeker and she is at 49% HP? Great. Now all you have to do is chase her over a cliff, through trees, and into the waterfalls before she TPs across the map -- Good luck.
Being freed from her restraints as an invisibility-dependent hero, Broodmother's utility now lends itself to players of higher skill and offers greater reward. She is however, a bit more demanding to play, as proper micro of the hero is of the utmost importance to success.
Broodmother is no longer a good joke so rarely told that it keeps its amusement on the rare occasion it is heard. She is now mobile, adaptable, demanding in skill-level, and, if used correctly, one of the most annoying and hardest-to-chase-down heroes in the game.
Broodmother has great carry potential, but the objective of her use is to dominate the mid-game through relentless pushes and wasted ganking time for the enemy team. Focus on mid-game items until you are far enough ahead that you can afford to be more extravagant. This guide will cover how to carry out this strategy effectively.
Broodmother's skill sequence is very relative to your game. I change the order of my skill points on an almost game-to-game basis. Spin Web always comes first, but afterward I often choose Spawn Spiderlings instead of Incapacitating Bite, contrary to what this guide tells you; if I see an opportunity for an early gank, for example, I would rather have a nuke handy than a passive slowing effect. You can decide for yourself what best suites you according to your situation.
Notice that your Spawn Spiderlings doubles the damage from level 1 to level 2 -- from 75 to 150 dmg, a 100% increase. Level 3 then adds another 75 damage, from 150 to 225; but this time, the increase is only 75%, meaning the efficiency of scaling lessens as you add more skill points. Between levels 3 and 4, you gain another 75 dmg, from 225 to 300; but this time, it's only a 25% increase.
Your Incapacitating Bite from level 0 to level 1 gives your enemies a 30% miss chance and a 10% slow debuff. Level 1 is great, but level 2 does not scale very well. Therefore, I argue that level 1 of this skill is usually sufficient for your use until you have added points into your other skills, first.
Spin Web starts by giving you 2 webs, and gives you an additional 2 webs with every skill point. It also grants an additional regen of 2 HP/second and a 20% move speed bonus at level 1, plus 5% every level afterward. Though this skill does not scale particularly well, the invisibility and mobility granted by your webs is indispensable. Always make sure you have enough webs available for your current circumstances, and scale this skill according to the size of the area in which you are working.
Strategy
The solo hard-lane (top lane for Radiant, bottom lane for Dire) is demanding, but has become much more feasible since the creep wave has been made to meet closer to the hard lane's tower. The benefit to successful soloing the hard-lane is to free up a teammate to take advantage of your jungle on the safe lane, while giving your carry security in farming. Done well (especially with Broodmother), soloing the hard-lane can also give you an advantage in experience, as you will not have to share with other laners.
Always level your Spin Web first.
Placement is important. Place your web right in the middle of the lane, so that one side of it runs into the shop and the other side into the trees across the lane. The web is large enough to give you plenty of space to run around, and also to allow you access to the shop without losing invisibility. The small group of trees in front of the shop, as well as the trees across the lane also provide you excellent escape routes. The placement of your second web is more situational; you can place it further up the lane or further back, depending on how the lane is tending to push. Always make sure to place it over some sort of impassable terrain, to provide yourself with an escape route for emergencies.
Here's where you should start:
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Correct play requires attentiveness and fast reaction. It is critical that you constantly check the inventories of your laning opponents; if they buy a Sentry Ward, you need to know about it. Contrary to the previous Broodmother, who counted on invisibility, the new Broodmother can still do well even when the other team has detection -- simply run into the trees. Indeed, you can even benefit from the enemy's having detection, because they are more likely to try to attack you when they see you, wasting time and mana. You just have to make sure their attacks are in vain. Constantly stick as close to the trees, your escape route, as possible.
Broodmother's role here is to sap all the EXP possible, while getting last hits whenever they present themselves. Don't be overly aggressive, but do pay attention to whether the enemy is playing overly aggressively, as they likely will -- you are often out of sight, and therefore out of mind. Harass as much as you safely can, and communicate with your teammates if you see that a gank may be possible.
Items
Your items should be a Stout Shield, and a Ring of Regen. Since your webs give you heightened regen, a Ring of Regen usually does the job -- with it, your regen sits at 4.8 HP/sec while under your web. Even though this is half of a Tango, it's a constant heal and nets you more HP over time. Also, by skipping a Tango, you save 125 gold: the recipe cost for a Soul Ring. You don't need mana yet, except to spin your webs, and you have enough for that.
Next, aim for either a Soul Ring or Power Treads.
Soul Ring - Buy before Power Treads if you see offensive opportunities. I recommend Soul Ring first if possible, as it will enable you to spam your Spawn Spiderlings more, giving you great last hitting power plus a decent nuke.
Power Treads - Buy Power Treads first if you want more survivability. You don't necessarily need the movement speed of boots at the beginning -- your webs give you an increase already, you will be working in a relatively small area anyway, and, come on, you can run across trees and cliffs!
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