Update 1.5.3 has released! Check here for more details!

Just going to point out to anyone here interested that Virizardon seems like good cannibal food now if you want that accelerate + revenge which we used to use Talo/Apollo for. It’s stun instead of death and no instant shield but comes at a cheaper cost.

wrong description @Dev_VKC

Because is decsription also for Wolfrozor.

Just noticed that deo got bloodthirst. Disregard my half joking post about it needing a buff lol.

This is actually really good. However, the downside is that it isn’t a fl worthy monster anymore.

This is actually the upside :sweat_smile:

Upside for those up against it. Downside for the users.

Anyway, it was apparently needed. So it doesn’t bother me…

Deo could be used in fl, he just has to wait the full 100 seconds to get off a double blast. Also unfortunately he’ll have to have no TU bonus so that he can escape the 100 second restriction.

Oh no I’m sure the “start” of the battle is roughly 30s before his first turn. I don’t have Deo so I can’t test to be sure but maybe someone should…

Deo is the normally the first mon to make a move with 90+ speed. In a fl it now has to be at +0 and wait 100 secs to attack without assistance from the slow TTs. So it’ll end up blasting itself to 250tu before going for another move.

I guess this may give players a reason to use the faster but stunnable midas…

A lot could happen in 100 secs, so it’s best not to rely on deo as a fl monster.

@TheGreatest Have you actually tested whether you need to be +0 to do a double charged burst on its second turn though?

Im sure he is fine…

My cyc for excample uses a 60 tu move in FL and can exit plan the next turn (100 tu restriction). He is pretty fast and im sure there isnt a 30+ tu gap between him and deo in FL.

Deo can double charge

Deo has 99 speed. Disregarding bonuses, unless you’re facing fl leo/SE starters then unbonused deo gets its turn first all the time. You’ll start off immediately so you can do a quick after and normal.

Considering bonuses, if leo/talo etc were +9 (for example) then they’ll be enough seconds inbetween to warrant bonusing on deo since the SS is not dependent on deo’s turn. +3 should be the max you should have it.

This is too situational though, since it’s a risk dependant on your opponent’s fl. So to guarantee a double charge in all situations it’s best to keep it at +0.

The countdown doesnt rely on who monsters goes first. I had this problem when i tested cyc and wanting to exit plan on 2nd turn. Made some tests and foundout:

Countdown begins on a constant time value. Doesnt matter if my cyc had first turn or the enemy talo or whatever - when i used a 60 tu move (potted) he could exit plan, when i used my SS (something like 43 tu) he couldnt.

Also, im not excatly sure or remember the next part, but i did some calculations and found out the countdown doesnt start on the 100% speed value. Before deo’s turn some time has passed already. Tested it with kong potted tho, speeds are alike.

I’ll entertain this as a possibility. If this is true, then there should still be a max bonus limit for deo to double charge (probably +5). It would be hard to believe that a +9 deo that gets its turn more or less immediately can double charge at 84 secs even though the restriction suggests otherwise.

Anyway, double charging at 84-100 is still too much time to deal with it imo. Not saying it can’t be a fl monster, it’s just not a good one anymore.

It’s better mid game with a TT.

As far as I’m aware, entrance speed is calculated as:

“Seconds to first turn from entry = (35 + [100 - speed] * 0.8) * bonus potion factor”

Bonus potion factor is the same percentage reduction as it is to skills TU. I.e. the maximum reduction is something like 15.66%. With this figure, 99% speed +9 is (35 + 1*0.8)*0.8433 = 30.19s.

I haven’t calculated how exactly the random variance works yet but basically it’s no more than ±1 either way (maybe ±0.66 then snaps to the nearest second). I think the fastest anything can ever enter the field is 30s.

Therefore…
Deodragon+9 enters at ~30s and uses energy charge 84TU. When it gets a turn again 84+30 = 114s has passed from the start of the battle. That’s in theory, I don’t have Deodragon to test.

Cyclozar needs 100s to pass too before exit plan. Entry speed is 46.2s (+0) to 39s (+9). With a move being 70-59TU. With +9 it’s clearly too fast, it gets the second turn at around 98s. With +5 it gets the second turn at 99.88s which seems to work pretty much all the time (just tested it 10 times and it always worked).

Unfortunately I don’t have the monster above +5 so can’t test my theory about +9 being too fast but my Cyclozar definitely shows that the battle starts an amount of time before the first monster’s turn.

3 Likes

Guess i’ll have to believe you. Something like this should’ve been disclosed by the devs, not that it makes a difference…

You have too much time on your hands. :joy:

1 Like