Monthly Archives: June 2014

What is DPS and Crit?

Hello everybody, Geek Generation here.

Another term that get used rather frequently in games is DPS. What is DPS?

DPS is the acronym for the phrase Damage Per Second. Basically it’s the measure of how much damage your character can dish out in a second. Hence higher DPS results in killing things quicker.

What is Crit? In many games that have a dps component, there is usually a crit (Critical Strike Chance) component. This is usually defined as a chance to deal a percentage more damage for every attack. Although this definition can be applied to majority of the games that has crit component, it is not the only way to implement crit. It is not inconceivable for the crit chance to be tested for with certain requirements.

Although crits are dependent on crit chance, a probability, it is should not be viewed as a random property. Crit is often better depicted as a function of dps, and rightly so because the mathematics support it.

As an example, say you dps is 100, and you have a 50% crit chance to deal double damage. That would mean that 50% of the time, you would deal 100 damage and the other 50% of the time you would deal double damage. The effective dps on average would then be (0.5 x 100) + (0.5 x 200) = 150.

With this understanding of crit damage, then we’re in a better position to evaluate equipment that offers different bonuses. Would adding more to base damage or more to crit chance or more to crit damage add more to our overall effective dps?

Using the previous example, let’s say we have 3 piece of equipment:

Tool Dps +20% Dps, +10% Crit Chance, +10% Crit Damage
Tool Chance +10% Dps, +20% Crit Chance, +10% Crit Damage
Tool CritDmg +10% Dps, +10% Crit Chance, +20% Crit Damage

Which tool would maximize effective dps?

Tool Dps (0.4 x 120) + (0.6 x 252) = 199.2
Tool Chance (0.3 x 110) + (0.7 x 231) = 194.7
Tool CritDmg (0.4 x 110) + (0.6 x 242) = 189.2

Hence in this scenario, Tool Dps was the most effective in increasing effective dps.

The math for effective dps calculation is not hard, and knowing the math for it enables you to maximize the effectiveness of your game characters.

Geek Generation out.

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Hearthstone: Mage (Spell Power)

Hello everybody, Geek Generation here.

Last season, i played a cheap Mage that had loads of Enrage mechanic. The deck idea was simple, play Amani Berserker and shoot it myself the next turn and swing for 5. Unfortunately, more often than not, the Berserker hits for only 2 damage or none at all. And since i didn’t have Pyroblast and the mana curve of the deck was skewed to the left, i very often run out of gas very quickly. Every Fireball that was used to shoot a minion served to seal my own fate.

I did play against some Spell Power decks. After playing against it, i found that i really liked it and that i’ve been undervaluing/underestimating it. Spell Power, unlike mechanics like Divine Shield, can sometimes be hard to evaluate.

This season, i’m going to try something like the following deck list.

2 x Arcane Missiles
2 x Arcane Explosion
2 x Frostbolt
2 x Cone of Cold
2 x Fireball
2 x Poymorph
2 x Blizzard

2 x Mana Wyrm
1 x Bloodmage Thalnos
2 x Acolyte of Pain
1 x Blood Knight
2 x Dalaran Mage
1 x Twilight Drake
2 x Water Elemental
2 x Azure Drake
1 x Gurubashi Berserker
1 x Archmage
1 x The Black Knight
1 x Ravenholdt Assassin

I’ve got only 1 Twilight Drake in the deck because i have only one. Ideally, most control decks should sport 2 Twilight Drakes. Dalaran Mage is truly a champ in the deck. At 4 health, it’s pretty hard to kill early on. At 3 mana, you can easily play them on the same turn with Arcane Explosion. Acolyte of Pain are used in place of Arcane Intellect. Sure it takes lots more mana to draw 2 cards with the Acolyte, but as a minion, it offers more utility. The only times they’re bad is when your opponent has Northshire Cleric in play.

Mana Wyrm might seem like a weird choice for a control deck. But it’s pretty good in that it serves as a punching bag for your opponent’s board control. For this deck, never feed the Mana Wyrm the Coin. It might be tempting to turn 1 Mana Wyrm, turn 2 coin into Dalaran Mage; but don’t do it. The Coin is more useful for playing Dalaran Mage and utilizing its Spell Power in the same turn.

The double knights, Blood Knight and Black Knight is now something that i try to fit into every deck that i make.

Geek Generation out.

Marvel Heroes: Marvel Heroes 2015 Patch

Hello everybody, Geek Generation here.

Since this is my first post on ARPG (Action RPG, think Diablo 3), i’ll talk in general, a little about Marvel Heroes, the game. Who is this game for? I’ll say the target audience is for fans of the Marvel universe. If you like the ongoing story arc (basically they’re the end credit scenes) in the marvel films, you might also like to play Marvel Heroes. If you like to know a little more about Marvel Heroes without getting hindered by film licensing rights, then the game would offer Marvel lore in a way that films currently can’t. If you like ARPGs in general, you might take a look at Marvel Heroes too.

Today’s the release of the patch called Marvel Heroes 2015 for the game. As to why’s it’s called 2015 in the year of 2014, i’m not entirely sure. But if you have a chance to be interested in the game or if you’re a player on hiatus, now’s the time to start playing again. In the case of player on hiatus, atleast log into the game today. The reason being that every player who has a hero of atleast level 30 gets a free stash tab.

If you don’t know, additional stash tabs are cash only items and there’s no way to unlock them from ingame. With the addition of runes and runewords, that additional stash tab is so important toward a.. pleasant experience : D

Another thing i notice was the number of power points i had on the hero. Previously, a hero can only have six power maxed (20 points to max). The powers had been reset and i was rebuilding my hero and after putting points into the usual skills, i notice i had alot of points left. Enough to max another 1 more power and bring another power close to max. By my count, the total number of power points possible for each hero is now 162.

Which got me really excited. All those passive skills which i had only as one point wonders for lack of points, can now be maxed.

Ok so much for now, Geek Generation out.

Hearthstone: Thank You, for the Bananas

Hello everyone, Geek Generation here.

I was in a constructed game with a Druid just now and we both had nothing to play for the first 2 turns. On turn 3, i played King Mukla and he gained 2 bananas. He emoted a thank you which i can never be sure if he was trying to be smug or was just being sincere in a sarcastic way. But i digressed.

King_Mukla Bananas

King Mukla is a card that is rich in flavor. Your opponent stole two bananas from King Mukla and now he’s gonna pound his head for the theft. Or at least that’s how i would explain why the card works the way it does.

King Mukla is difficult to evaluate. A 5/5 for 3 mana suggests that he’s a good fit in aggressive decks and he is, rightly so. But the free bananas are not insignificant. If your opponent does not whip King Mukla with the bananas, then the game could easily swing in their favor. Many times have i lost a game because of them bananas.

In terms of one to one combat, King Mukla is definitely a champ. Anything less than 3 power (+2 bananas to trade) can’t kill King Mukla. Anything with 4 health (+2 bananas to survive King Mukla attack) doesn’t usually have 3 power at turn 3. However, a minion at power 4, like Arcane Golem, is bad news. Your opponent has leftover bananas after the trade.

Very often, the probability of King Mukla working to your advantage is highest when you cast it in the first 3 turns. After that, King Mukla depreciates in value as the game goes on; for every turn after three, your opponent gains more mana and more ways to deal with the over-sized ape and hence preserving bananas for better situations.

But summoning King Mukla in the first three turns, by itself, is not sufficient to gain advantage. King Mukla only brings advantage to you if your opponent does not already have a creature of significant size in play. If your opponent has a 3/2 minion in play already, casting King Mukla would only have wasted your chance at initiative, delaying your aggro plan by one turn.

Thus, King Mukla would best fit decks that has 2 mana costed minions to trade for an empty board and/or have cards that can eliminate opponent minions in the turns prior to King Mukla’s arrival.

Geek Generation out.