Saturday 25 April 2015

How do Burning/Poison Effect works?

In this post, I will be measuring the Damage Per Second(DPS) of different combination of Burning and Poison effect. The other day I noticed in a Facebook comment, according to the Official Royal Revolt Facebook Page, both the Burning and Poison effect has TWO component. The base damage and the Damage over Time(DoT). 

According to this, burning/poison effect has 2 part, the base damage component that stacks and the DoT component that doesn't stack. Which raises many question to me and I decided to run some experiments!


Here's what I found!

You're better off having ONE Pyromancer and ONE Mortar in your defensive waves than having multiple Pyromancers/Mortars


Mortars do not have base damage, they deal pure DoT(Approximately 1.5 seconds), so stacking Mortars WILL NOT INCREASE their DPS, rather they just keep refreshing the DoT. However since Mortar's DoT is sooo short, like you see in example M4, having 2-3 Mortars to refresh the DoT may have better results! 


Pyromancers on the other hand deals a low base damage and has a decent DoT that is longer than Mortar's DoT
(Approximately 4 seconds). Having many Pyromancers will increase their DPS slightly. This is mainly due to Pyromancer having some base damage, though the DoT part is still wasted. Having 1 Pyromancer is enough to keep the fire burning!


Mortar's DoT and Pyromancer's DoT seems to overlap? It's like as if the burn DoT component doesn't stack with poison component and vice versa! You still receive both the burning and poison effect's visual, but there is DAMAGE LOSS somewhere in the overlapping process.



Here is an Example that I've made:
Note - Having more time left means the faster I died (As in better DPS)

M1
 Here I got killed by 5 Mortars and left with 2m 9s

M2
With only 3 Mortars, I died almost the same time as when I did with 5 Mortars!

M3
With only 2 Mortars, I still died pretty quickly

M4
It took way longer for me to die as the Mortar's DoT ended too quickly! 
(eg: Mortar takes around 3 seconds to reload, the Poison Effect only lasts around 1.5 seconds)

P1
 Pyromancers on the other hand has some Base damage and a longer DoT, requiring only 1 Pyromancers to keep the burning effect going.

P2
 Here, the difference between 7 Pyromancers and 2 Pyromancers are HUGE! 
(1m 22s vs 31s)


There is one Surprising finding though! 

 When I put 3 Mortars and 1 Pyromancers together, their DPS actually DECREASED!!!
It was as if the Burning effect from Pyromancers have nullified Mortars Poison effect thus greatly reducing Mortars DPS!

DPS fell from 2m 8s to 1m 51s

 Same goes with 2 Mortars and 1 Pyromancer!

 
DPS fell from 2m 5s to 1m 45s

 Conclusion, I would say Pyromancers kinda sucks at dealing damage to your King after you king has pass lvl 50 range? At level 82, Pyromancers are pretty neglectable. They are still very good at destroying Firebolt Towers/Archer Towers/Frost Towers, causing your troops to 'panic' and Troops(although not as good as Mortars)


Despite the fact that Pyromancer might reduce Mortar's DPS, I would still put 1 Pyromancer in my Defensive wave along with 2-3 Mortars because of the 


'panic' effect + Mortar's Poison  = 'Gas Chamber' 


Who doesn't love to see troops running around in panic because they're on fire while being poisoned to death ;)











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