Here is a visual guide to the new weather system of Patch 1.03. This guide only considers the match up between FoD and FoL because weather will most likely not be much of a factor in FoD/FoD and FoL/FoL games.
Apoc’s Statements: “- Darkness and Freezing rain now take longer to recharge (5 min) than their effectiveness time (3 min)” “- Cloudbreak recharge time is now 6m 15s”
Basically, these parameters will create three scenarios as to how to use the weather powers in Patch 1.03. Remember, however, that these patterns will most likely develop as the game progresses and most likely after the FoD has used Darkness/Rain a few times unchallenged before the FoL obtains Cloud Break – if the PP progression remains similar to 1.02.
Key: = Darkness/Rain cast (3 min duration (Grey), 2 min recharge (Red) = 5 min total) = Cloud Break cast (6 min 15 sec) = Darkness/Rain in affect (not cancelled by Cloud Break)
First, let’s look at what will happen if Darkness/Rain and Cloud Break are cast as soon as they are available (just to see how the timers match).
The first Darkness/Rain (D/R) cast is cancelled out by Cloud Break (CB). The second D/R cast lasts for 1 min and 15 sec before CB cancels it. The third D/R cast lasts 2 min 30 sec before CB cancels it out. The fourth D/R cast lasts the full 3 min. If the FoL player casts CB as soon as it is ready (4th time ), you can see that it is useless because D/R is not in affect at the time and then when D/R is cast the 5th time it is unchallenged. The cycle will repeat after this point (6th D/R and 5th CB are same as 1st D/R and 1st CB).
Let’s look at the three real scenarios:
Scenario 1
The first Darkness/Rain (D/R) cast is cancelled out by Cloud Break (CB). The second D/R cast lasts for 1 min and 15 sec before CB cancels it. The third D/R cast lasts 2 min 30 sec before CB cancels it out. The fourth D/R cast lasts the full 3 min. Now, the FoL player waits to cast CB again (4th time) until D/R is cast the fifth time (which should be easy) and the cycle begins again. Notice that the lulls between D/R get progressively shorter (5 min, 3 min 45 sec, 2 min 30 sec) and then there is a long lull (7 min) as the cycle begins again. So, basically in this scenario, the longest period of D/R is followed by the longest period without it.
Scenario 2
Darkness/Rain cast as soon as it is available, Cloud Break cast every other time. As can be seen, D/R gets its full 3 min affect each time, but is followed by a 7 min lull each time.
Scenario 3
In this scenario, D/R is cancelled out by the first CB. The second D/R lasts for 1 min 15 sec before CB cancels it. Then the third D/R is cast and lasts the full 3 min. CB is delayed until D/R is cast again and the cycle repeats.
What if FoD delays casting Darkness/Rain? Well then the following situation could develop:
Any delay in casting D/R will be an advantage to the FoL player since it makes the lull periods between D/R longer until the cycle resumes.
So, which scenario is best for a FOL player? In playing with Scenario 1 (20 minute cycle), there are a total of 6 min 45 sec of D/R in affect and 13 min 15 sec without it. So, D/R is in affect 33.75% of the time. In Scenario 2 (10 minute cycle), there are a total of 3 min of D/R and 7 min without it. So, D/R is in affect 30% of the time. Scenario 3 is a 15 min cycle. During the cycle, D/R is in affect for 4 min and 15 sec. There are 10 min 45 sec without it. So, D/R is in affect for 28.33% of the time.
I’ll leave it up to you to decide which is the best. Each has some advantages and some disadvantages. It will depend on the current situation in the game more than anything. Remember that if you are using Scenario 2 or 3, you can switch to Scenario 1 at the end of each cycle.
Please let me know if you find any problems with my times or analysis - I did my best, but I'm not perfect .
This post has been edited by TimeForLight: Oct 23 2005, 05:20 AM
Over all that scenario creates the minimum time for the Darkness/Rain BUT it depends if the enemy is attacking your base fore example.....You don't really want it to last its full 3min in that case
But for scenerio 1, i think that it's not reasonable for FOL to cast the 3rd CB to cancel the D/R for only 30 seconds. As a FOL player, I shall wait 30 more seconds for the 3 D/R to timeout. Then use my 3rd CB to cancel my opponent's 4th D/R.
Anyway, it is just for ideal case. If I'm under pressure or under attacked, I may consider to cast my 3rd CB as soon as possible. All depends on how the game is going.
Anyway, it is just for ideal case. If I'm under pressure or under attacked, I may consider to cast my 3rd CB as soon as possible. All depends on how the game is going.
Exactly (use Scenario 1). If you are under heavy siege and about to have your defenses broken, you might want to go ahead and cast it (even though it is only cancelling out the last 30 sec of D/R) to hopefully turn the tide before you get swept away.
lolz i do have a clock on my monitor though it always gets a look when see chants GC criplle aod bullrog etc ( I know the recharge time of by heart , sad sad sad )
but i think the weather might take a while to get down
lolz i do have a clock on my monitor though it always gets a look when see chants GC criplle aod bullrog etc ( I know the recharge time of by heart , sad sad sad )
but i think the weather might take a while to get down
Apoc’s Statements:
“- Darkness and Freezing rain now take longer to recharge (5 min) than their effectiveness time (3 min)”
“- Cloudbreak recharge time is now 6m 15s”
Basically, these parameters will create three scenarios as to how to use the weather powers in Patch 1.03. Remember, however, that these patterns will most likely develop as the game progresses and most likely after the FoD has used Darkness/Rain a few times unchallenged before the FoL obtains Cloud Break – if the PP progression remains similar to 1.02.
Key:
= Darkness/Rain cast (3 min duration (Grey), 2 min recharge (Red) = 5 min total)
= Cloud Break cast (6 min 15 sec)
= Darkness/Rain in affect (not cancelled by Cloud Break)
First, let’s look at what will happen if Darkness/Rain and Cloud Break are cast as soon as they are available (just to see how the timers match).
The first Darkness/Rain (D/R) cast is cancelled out by Cloud Break (CB). The second D/R cast lasts for 1 min and 15 sec before CB cancels it. The third D/R cast lasts 2 min 30 sec before CB cancels it out. The fourth D/R cast lasts the full 3 min. If the FoL player casts CB as soon as it is ready (4th time ), you can see that it is useless because D/R is not in affect at the time and then when D/R is cast the 5th time it is unchallenged. The cycle will repeat after this point (6th D/R and 5th CB are same as 1st D/R and 1st CB).
Let’s look at the three real scenarios:
Scenario 1
The first Darkness/Rain (D/R) cast is cancelled out by Cloud Break (CB). The second D/R cast lasts for 1 min and 15 sec before CB cancels it. The third D/R cast lasts 2 min 30 sec before CB cancels it out. The fourth D/R cast lasts the full 3 min.
Now, the FoL player waits to cast CB again (4th time) until D/R is cast the fifth time (which should be easy) and the cycle begins again.
Notice that the lulls between D/R get progressively shorter (5 min, 3 min 45 sec, 2 min 30 sec) and then there is a long lull (7 min) as the cycle begins again.
So, basically in this scenario, the longest period of D/R is followed by the longest period without it.
Scenario 2
Darkness/Rain cast as soon as it is available, Cloud Break cast every other time.
As can be seen, D/R gets its full 3 min affect each time, but is followed by a 7 min lull each time.
Scenario 3
In this scenario, D/R is cancelled out by the first CB. The second D/R lasts for 1 min 15 sec before CB cancels it. Then the third D/R is cast and lasts the full 3 min. CB is delayed until D/R is cast again and the cycle repeats.
What if FoD delays casting Darkness/Rain?
Well then the following situation could develop:
Any delay in casting D/R will be an advantage to the FoL player since it makes the lull periods between D/R longer until the cycle resumes.
So, which scenario is best for a FOL player?
In playing with Scenario 1 (20 minute cycle), there are a total of 6 min 45 sec of D/R in affect and 13 min 15 sec without it. So, D/R is in affect 33.75% of the time.
In Scenario 2 (10 minute cycle), there are a total of 3 min of D/R and 7 min without it. So, D/R is in affect 30% of the time.
Scenario 3 is a 15 min cycle. During the cycle, D/R is in affect for 4 min and 15 sec. There are 10 min 45 sec without it. So, D/R is in affect for 28.33% of the time.
I’ll leave it up to you to decide which is the best. Each has some advantages and some disadvantages. It will depend on the current situation in the game more than anything. Remember that if you are using Scenario 2 or 3, you can switch to Scenario 1 at the end of each cycle.
Please let me know if you find any problems with my times or analysis - I did my best, but I'm not perfect .
This post has been edited by TimeForLight: Oct 23 2005, 05:20 AM
Posts: 4,256
Game: