I don't think it is really a big problem - you just have to be aware of the fact. I think it adds an interesting strategic element on when to buy priests and when not. Just don't buy them when the enemy can farm them continuously.
Anarchy
You are fucking fucked.
10, 5, 10 are the percentages ingame. So this gives you a triple crit in 0.05% of all hits :)
As far as I can see from the lua code (I could be wrong), for every crit increasing ability you have, it gets seperately checked if you crit. If yes, the dmg ammount gets increased by the multiplier. So if you have 3 Items: dmg=100 15% for Item A Crit, if yes, dmg * 2 10% for Item B Crit, if yes dmg * 3 20% for Item C Crit, if yes dmg * 1.5 So yes, you can have multiple items critting at the same time, and the multipliers all stacking.
Storing your passwords locally without a master-password to protect them is never secure. For example in Firefox or IE, when you let them store your login data, those infos can easily be retrieved again by potential malware. So "encrypting" that stuff really only gives you a false sense of security.
As far as I can see there is no limit on the number of assists. So ideally you want your whole team involved in every kill for max gold. But thats not really practical :) It might be good if you play Reg though to get snipe 1 just for the assist tagging. Regarding flag xp, maybe you checked that in single player tournament? There are various modifiers in place there depending on difficulty and so on. Flag XP becomes less relevant the later the game goes, because you need more and more
Both give nothing.
It only gives XP for kills though, not if you only dent the creep and someone else kills it.
[quote who="IKShadow" reply="6" id="2235999"]Code: html Regulus mines do not count as Regulus kills. This is freaking stupid / never checked and did not know.[/quote] Edit: I stand corrected, this is true - I must have halucinated when I read the code :) So, to be clear: Regulus mines do not count as Regulus kills. The damage the mines do does count as coming from Regs "Side", so it does "tag" the units for gold. So the only effect of this is that y
Yeah I can add that np - now that I know where to look :) Edit: Flags are actually a bit more complicated than I thought. There are two ways to get XP/Gold from a flag, actually capturing it, and moving the bar. Capturing a flag gets you 100 + ( 2 * level ) xp and 25 Gold. Moving the bar by one tick gets you 2 xp and 2 + ( 0.3 * level ) Gold. All this values are also divided by the number of demigods in proximity. Heroes give (
Are you guys in US or EU?
Yeah, I wonder if it might be worth it to get lvl 1 hammer slam, just to be able to tag a wave for you completely, as your towers are in fact actually denying you gold.
The Rook towers code wise are exactly the same as the "normal" towers, just with some added timing code for "decaying".
I wrote some stuff up about how kill gold and xp works: http://forums.demigodthegame.com/354405
[quote who="Anarchy" reply="13" id="2235141"]Interestingly, Rooks Towers shouldnt count as killing for him as far as I can see, but I don't really think thats correct ...[/quote] I just tried ingame, you really don't get gold for the creeps your towers kill as Rook.
Yes, range is not relevant when you actually kill the unit yourself. I just checked, for mines the dmg is considered to be coming from Regulus himself, so for mine kills you can hang around wherever you want :) Interestingly, Rooks Towers shouldnt count as killing for him as far as I can see, but I don't really think thats correct ...
We really need replays :(
[quote who="bug" reply="8" id="2235068"]I just played some Oak and I believe that guy get s XP from kills within the ward's range. Can't think of any other reason I was gaining XP while walking around, with no enemy in sight.[/quote] That would be really strange, can't see that anywhere. kBrain:GetUnitsAroundPoint(categories.HERO, pos, radius, 'Ally') is the relevant call which gets all "close by" heroes, so unless there is a bug in that regarding Oaks ward, it shouldn
Unless you are the killer, in that case you get both gold and xp. Wikified: http://demigod.wikia.com/wiki/XP_and_Gold_mechanics
I tried to figure out how exactly the XP and gold distribution when a creep is killed works, because there are a lot of conflicting opinions floating around here. So I got digging in the .lua code and this is what I found out: http://demigod.wikia.com/wiki/XP_and_Gold_mechanics This is directly from the game files, and unless I missed something or misread it, should be correct. If you think not, post away :)
Towers do nothing in regards to XP. The only thing you loose by letting towers kill enemy creeps is gold, and that is if you don't damage them at least 25% before. Check http://forums.demigodthegame.com/354382/get;2234971 So, kill away :)
I think Snipe actually promotes player interaction, within the Regs team :)
I'll try and post a propper writeup on XP/Gold mechanics in the Strategy Forum later. Done: http://demigod.wikia.com/wiki/XP_and_Gold_mechanics
You definitely get both XP and gold, unless you fail to kill the creeps. I checked, right in the .lua code: http://forums.demigodthegame.com/354382/page/1/#2234971 I don't know how effective that really is though, with 390 creep HP and 250 damage. Mabye somebody who tried this already can give some feedback.