Friday, November 26, 2021

Analysis HP of Champions by Rarity (634 champions) - RAID Shadow Legends

Hi everyone, in this blog post I want to share with you my analysis on HP differences between Common, Uncommon, Rare, Epic and Legendary champions.

Here is what we can observe from my analysis (chart below):

  • The base HP starts from an average 11k for Common champions are grows up to nearly 19k for Legendary champions.
  • There is a big jump from Common to Uncommon by ~26% and after that it goes up by ~11% per type.
  • However, it is important to note that Common champions also cannot benefit from additional stats from Ascension and they will not receive any Faction bonuses, so if we were to consider these Common champions now became a lot lower.
  • Similarly for Uncommon, they can Ascend, but they cannot get Faction bonuses which forces Uncommon champions lower as well than what we visibly see.
  • On top of this Legendary champions can also Empower which moves them significantly higher than they currently stand.
  • I also note that the Average speed also increases from 95 up to 101. It looks small but is actually a significant increase.

Wednesday, November 24, 2021

Higher and higher requirements to book champions (Vildax 17 Epic books)

RAID is setting higher and higher requirements to book champions - the recently introduced Vildrax requires a massive 17 Epic books to max out!

That's the same thing as nerfing players' rewards - just a more indirect way of doing it to try to avoid direct player anger, which would have been more loud if the rewards were nerfed directly.

It is a smarter strategy by Plarium allowing increase of items over time on one side but a much larger increase of costs on the other side, so those players who are not paying attention think they are getting more when in reality they are getting less.


 

Careful with the Speed bonus from the Faction Guardians

Be careful with the RAID feature "Faction Guardians" which gives a bonus to speed. This can mess up your existing Clan Boss Speed-Tuned teams by increasing the champion's speed attribute.

For example I had geared my Fenax to 157 speed for the Myth Heiress composition and his speed increased to 163 - a 6 point increase as per the Faction Guardians bonus. Remember, even 1 point of chance might already be enough to completely break your Clan Boss team.

Temporarily remove champions to "lose" this bonus until you re-gear your Clan Boss Team champion speeds (probably best to wait until the next Artifact Upgrade event).



 

Monday, November 22, 2021

Fenax doing 37m damage in Clan Boss!

Something I discovered which I want to share with other RAID players is the amazing potential of Fenax in Clan Boss as a major damage dealer. Here you will see screenshots of him doing 37m damage on UNM Clan Boss which I did not know was possible by him.

I actually had my Fenax in a Savage set for various other content and never considered him for Clan Boss since it is so difficult to keep him alive.

But if you are running an unkillable Clan Boss team or a block damage team then he becomes very viable with some other correct settings allowing him to do massive damage.

Here are 4 screenshots:

(note: I discovered from this iAanG Gaming whose face you see in the first screenshot. He is a great RAID player and content creator so feel free to visit his YouTube channel)

Screenshot 1 - the Clan Boss results:

Here you can see the Myth Heiress team combination achieving 78.64m damage from which 36.9m was supplied by Fenax. A very impressive performance by Fenax.

Screenshot 2 - Fenax equipment:

Fenax is wearing a Retaliation set allowing him to counter-attack the Clan Boss for more A1 damage (A1 is the skill which does the highest damage in case of Fenax).

Screenshot 3 - Fenax masteries:

Here you should adapt Fenax's masteries depending if you are using block damage or unkillable to get a bonus when your health is full or below 50%.

The main purpose of the defense tree is again to counter-attack for more damage.


Screenshot 4 - Fenax stats:

These are his stats which are very impressive. Most players do not have such good equipment so adjust the damage expectation lower depending on how good or bad your equipment is.

Friday, November 19, 2021

Plarium not understanding the basics of RAID - Fire Knight Battle AI

It is now 2+ years the frustration continues with RAID's Fire Knight dungeon's AI with champions wasting powerful hits on the Fire Knight's shield instead of using skills with multiple hits.

What's worse is that it is such a primitive fix, but Plarium's 1500+ employees simply do not understand their own games and don't seem to listen to feedback from players. 

There are many champions we can give examples of - one of these is Rhazin Scarhide, a Legendary fusion champion which all players can attain.

Rhazin has a great 3-hit A1 which is perfect for smashing down Fire Knight's shield but his stronger A2 and A3 skills are 1-hitters which are absolutely wasted on the shield but very useful once the shield is down.

Plarium programmed the AI so stupidly that all the champions are doing all the wrong things in this dungeon. At some point they fixed specifically 1 champion (Coldheart) which is beyond stupid, because if you are spending the time to make a fix why would you do a dedicated fix for 1 champion instead of a much more simple overall AI rule which is both cheaper and easier to implement and will fix everything.

As shown on the picture below, the rule is very simple:

  • Set the rule for ALL champions without an exception.
  • WHEN FIRE KNIGHT SHIELD IS ON USE AMONG THE AVAILABLE SKILLS THE SKILL WITH THE HIGHEST NUMBER OF HITS.
  • If the champion has 2 or more available skills with the same number of hits use the “cheapest” skill, i.e.the skill with the lowest cooldown (such as A1 instead of A2 or A3).