I want logical facts to be collected in this thread. the more the better. There are so many variables to consider in this game that almost any specific strategy is useless at some point.
These facts will seem obvious and simple but it is the only thing we can really be sure about and even these facts will be disputed.
I can not garantee that these statements are accurate but I have done my best. Please keep add stuff that you believe is correct in every situation and is very hard to dissmiss or argue against. Some logical statements can not be false for example, "tomorrow it will rain, or it won't". Argue against that if you can
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I will try to start with.
1. Flaglock are only useful if the flag would have been lost if not locked.
2. teleporting home to the citadel will give you full health just like taking a healthpotion probably would.
3. If team A is better than team B at killing reinforcements then team A would benefit more than B if both teams got more and better reinforcements.
4. As the game progress gold is easier to obtain and it becomes more and more expensive to buy better gear but flaglocks always cost the same and does the same.
5. Sedna benefit less from bloodsoaked wand then another classes do because she already have the healing ability. So for her it makes less of a differance.
6. Armor increase in value when total health is increased.
7. It is cheaper to increase the stats that you are lacking than what you already have alot of but it will be equally powerful. for example if you have a 6000 hp oak you should defenetly get speed instead of another 500 hp.
8. Having a healthpot is helpful even if you never use it. It will let you play more agressively and can be sold if never used. Even if healthpot is not worth using it might be worth having because it is clearly better to use a pot than to die. That assuming you would not have survived without the pot and that you survived with the pot.
9. if killing reiforcements for xp is good for your team it is equally good when the opponent team fails to do just that.
10. having 1 out of the 3 middle flags in the beginning on cataract is not devestating for the war score. keeping one flag only is easy to do even if you are pwned in combat. The hp bonus from the flag is only useful if you engage in combat or take alot of damage. Thus the middle flag is better for the team that tries to avoid combat than for the team that are looking for a combat.
11. the more beating you can take the longer you can deal damage thus increasing the value of damage output.
12. if you have far more flags then the opposing team, and all you do is 3v3 combat all the time, they won't have time to regain the flags thus combat (if it is even) is more valuble for the team that has more flags, assuming you can occupy them enough to not be able to take flags.
13. Locking the middle flag is more worth if you have a slow powerful demigod because then you can stay in a creep lane and own that flag too. If you are a fast character that is less powerful it is more worth locking a lane constantly running in to the middle and grabbing that flag and then run back and get the creeps anyway.