Lvl 35: 51-50-13-8 ( Won on 2 servers vs different comps)
Could you tell me what layers were used and the composition?
What about level 36 and the others before 40🤔
Lvl 35: 51-50-13-8 ( Won on 2 servers vs different comps)
Could you tell me what layers were used and the composition?
What about level 36 and the others before 40🤔
Lvl 35: 51-50-13-8 ( Won on 2 servers vs different comps)
Could you tell me what layers were used and the composition?
What about level 36 and the others before 40🤔
51 I
50 II
12 III
10 IV
Works on Level 36
Lvl 35: 51-50-13-8 ( Won on 2 servers vs different comps)
Could you tell me what layers were used and the composition?
What about level 36 and the others before 40🤔
You can click on my profile and there you will have a spreadsheet with most of the combinations of the layers done
Hello!
Mika Thanks a lot for the post Path to Ancestry - Q&A. Its clarified many points, but in one example I got even more confused:
Q: How is the Wraith’s ability calculated? Does it carry over between rounds?*
A: The bonus is recalculated on every attack and does not carry over.
The ability increases damage by +50% for each instance where the enemy unit count is double the Wraith group's count.
Example:
If 2 Wraiths attack 32 Tier 2 units:
Enemy count (32) vs Wraith count (2) → multiple doubling instances
Result: +1500% damage bonus
Total damage multiplier:
100% + 1500% = 1600% → 16× multiplier
Final calculation:
(2 × 7) × 16 × 0.5 = 112 damage
I can't figure out where the +1500% bonus comes from, I don't seem to understand what the word "instance" means here. I'll write here 3 options, as I understand it:
Option 1:
2 Wraiths attack 32 Tier 2 units - it is 1 attack, which means it is 1 "instance". So the bonus should be +50%
Option 2:
2 Wraiths attack 4(doubled once) units is 1 "instance".
2 Wraiths attack 8(doubled 2 times) units are 2 "instances".
2 Wraiths attack 16(doubled 3 times) units are 3 "instances".
2 Wraiths attack 32(doubled 3 times) units are 4 "instances".
Thus, the bonus should be either 4*50%=200%, or the total damage is calculated as 1.5^4=5.0625, that is, the bonus is +406.25%
Option 3:
2 Wraiths attack 4 units is 1st "instance"
2 Wraiths attack 5 units is +1 "instance", for a total of 2 "instances"
2 Wraiths attack 6 units is again +1 "instance", 3 "instances" in total
...
2 Wraiths attack 32 units is again +1 "instance", 29 "instances" in total.
The bonus must be either 29*50%=1450%, or the total damage is calculated as 1.5^29=127834.039489, that is, the bonus is +12783303.9489% ![]()
As you can see, none of my options gives a +1500% bonus. Could you please clarify this?
Another question that I couldn't ask earlier is how the t8 unit's ability works - "the unit also ignores weak points when attacking" (I'm not sure if the translation is correct, since this unit is only available for me on non-English servers). Does this mean that the t8 unit always does 100% damage regardless of the opponent's types? If not, could you please give an example of damage calculations if a t8 unit attacks 2 groups with different types of creatures, say, occult first and brute second?
Also, I just completed the Primordial Abyss and was disappointed. This layer doesn't differ in difficulty from the other 91+, and I didn't get an item. So I got the same amount of gold as on layer 100, and the reward consisted of only twice as much experience as on layer 100.
Since most of the items dropped on the previous layers are useless to players, and those that are useful can require a lot of money and hellstones to change the build, I want to suggest to significantly increase the chance of items drop in the abyss.
Also, I just completed the Primordial Abyss and was disappointed. This layer doesn't differ in difficulty from the other 91+, and I didn't get an item. So I got the same amount of gold as on layer 100, and the reward consisted of only twice as much experience as on layer 100.
Since most of the items dropped on the previous layers are useless to players, and those that are useful can require a lot of money and hellstones to change the build, I want to suggest to significantly increase the chance of items drop in the abyss.
Got nothing too. Very dissappointing
For 6 wins in the abyss, I got 1 item.
Its an armor 800lvl that gives health and defence and is similar to non-hellstonable items of about the same level. So, its almost useless.
Absolutely not fun.
Looks like the value of the abyss will be very low until the character reaches ~5k level and cant buy items from the merchant anymore. It will only be useful for extremely high-level characters, for whom getting a new item once per ~1-2 weeks will be a big event.
Edit: Good games.
For 6 wins in the abyss, I got 1 item.
Its an armor 800lvl that gives health and defence and is similar to non-hellstonable items of about the same level. So, its almost useless.
Absolutely not fun.
Looks like the value of the abyss will be very low until the character reaches ~5k level and cant buy items from the merchant anymore. It will only be useful for extremely high-level characters, for whom getting a new item once per ~1-2 weeks will be a big event.
Hello!
After a while, I'd like to add some positivity to my previous post.
I have now received 6 items for 13 wins in the abyss (1 for 2 wins on one server and 5 for 11 wins on the other). Of course, more wins will be needed for more accurate statistics, but I can already say that the chance of dropping items is not so bad.
However, almost all of these items are useless. Therefore, my modified suggestion is to exclude from the pool of items from the abyss those that give only some combination of basic attributes (Strength, Defence, Dexterity, Endurance, Charisma), and do not give any of the fight modificators (basic and bonus damage, basic and bonus hit chance for your and\or opponent character). I believe that attribute items are not something that high-level players want to get (maybe I'm just a low-level noob and don't understand why they're needed haha), so this excludion will improve the average quality of the items they receive.
I also want to point out that the amount of received essence is pretty well balanced. I went through all the layers, doing extraction for BBB or better 4 times a day. This allowed me to complete 3-4 layers per day at some early stages, and at later stages I managed to build an army for more than 1 attempt per day (about 1.2 on average on layer 75+). In my opinion, the reason why there shouldn't be much more essence is to prevent players from farming a lot of the lower layers, regardless of the number of losses. The reason why the essences should not be much less is that at 75+ layers, if you defeated, there will be too long a wait to build an army for the next attempt.
In conclusion, I'd like to say what has already been said several times on the forum. Ancestral Ruins have given characters the opportunity to gain additional exp and accelerate the growth of levels; this is true even for those who only pass 1 new layer every 1-2 days and does not interact with the lower layers. So I hope this will encourage developers to create new high-level content - at least I've seen suggestions for adding talents and items for the merchant.
I found a bug. If you have two of the same item and throw one, the other one will be throwed too
Kat 66 Geçemedim Yardım
Display MoreFor 6 wins in the abyss, I got 1 item.
Its an armor 800lvl that gives health and defence and is similar to non-hellstonable items of about the same level. So, its almost useless.
Absolutely not fun.
Looks like the value of the abyss will be very low until the character reaches ~5k level and cant buy items from the merchant anymore. It will only be useful for extremely high-level characters, for whom getting a new item once per ~1-2 weeks will be a big event.
Hello!
After a while, I'd like to add some positivity to my previous post.
I have now received 6 items for 13 wins in the abyss (1 for 2 wins on one server and 5 for 11 wins on the other). Of course, more wins will be needed for more accurate statistics, but I can already say that the chance of dropping items is not so bad.
However, almost all of these items are useless. Therefore, my modified suggestion is to exclude from the pool of items from the abyss those that give only some combination of basic attributes (Strength, Defence, Dexterity, Endurance, Charisma), and do not give any of the fight modificators (basic and bonus damage, basic and bonus hit chance for your and\or opponent character). I believe that attribute items are not something that high-level players want to get (maybe I'm just a low-level noob and don't understand why they're needed haha), so this excludion will improve the average quality of the items they receive.
I don’t know how detached from reality the developers assumptions about Abyss items were. It looks like they thought the servers were full of players, and that this system would revive the marketplace and make more people buy “temporary junk” from higher-level players who want to get rid of those items, because that is the only way to get anything out of them: sell them on the marketplace or throw them away.
The problem is that this system, while it may look nice on paper, does not work at all, because the servers are dead and there is simply nobody to buy these kinds of items. And that’s not even mentioning the fact that listing items on the marketplace costs gold, and quite a lot of it.
The marketplace itself does not work because there are no players and it is too expensive. For a long time now, it has served only one purpose: transferring hellstone-costly items between clan members, and only at a specific time they arrange with each other beforehand. Very rarely, a high-level player will buy an item for a low-level player and list it for the minimum amount of gold just to help them, so they can get it cheaper than from the merchant.
I think the stats of these items should be changed so they actually fit the reality of the game. These items should be slightly better than the ones available from the merchant, but also slightly worse than the ones we can buy from the merchant for hellstones.
In my opinion, it should be possible to sell them to the merchant. When I am level 1600 and I get level 150 items, I have no choice but to throw them away, and it frustrates me because they just take up space in my inventory. I have already run into situations where the game blocked me from fighting because my inventory was full, and at that specific level there was a chance of getting an item.
Isn’t there any algorithm behind this update? I’m really tired of building units randomly. I already spend the whole day trying to gather an army, and then in the evening, when it’s time to fight, I just add soldiers to my army at random. I add 60 T1, 30 T2, 8 T3, and 8 T4, and the result is still “DEFEAT”... I don’t even know what I’m supposed to pay attention to. Fighting every battle by creating random unit compositions is very frustrating. You really need to provide a detailed report or at least some explanation somewhere.
Yes there is. It's not easy to figure out, but the FAQ's are a good starting point:
Its all hidden maths that is up to us to figure out.
Here is a battle simulation for my level 34 to show how it works.
(But man, those 31-40 layers are brutal even with most optimized builds)
level34.txt
Edit:
- dire wolves / bats = T1
- ravagers / ghouls = T2
- night stalkers / slaves = T3
- phantom prowlers / banshees = T4
you can swap words in notepad if needed
Processing Ancestral Ruins attack calculations has been awfully slow the last few days and it's getting worse.
I am not talking about the game webpage itself - it's snappy as always - but when a player enters unit numbers and clicks "start", things start rolling and rolling... it's terrible on moments.
Sometimes it doesn't even process the calculation and the browser returns the player back to the unit entry point to re-enter the units again.
Before this report, several players from s48 UK confirmed it.
If you enter unit numbers once, it may look fine. But try to finish at least the first 10 layers (or, God forbid, a bit higher 10 - 20 layers that require more units to fight) and you will see how damn frustrating the thing becomes.
hello:
You must open a ticket to the UK support, so they can check it.
Display More
Processing Ancestral Ruins attack calculations has been awfully slow the last few days and it's getting worse.
I am not talking about the game webpage itself - it's snappy as always - but when a player enters unit numbers and clicks "start", things start rolling and rolling... it's terrible on moments.
Sometimes it doesn't even process the calculation and the browser returns the player back to the unit entry point to re-enter the units again.
- It's not browser-related (tested Chromium and Gecko-based browsers)
- It's not OS or computer-related (tested)
- It's not ISP-related (tested)
Before this report, several players from s48 UK confirmed it.
If you enter unit numbers once, it may look fine. But try to finish at least the first 10 layers (or, God forbid, a bit higher 10 - 20 layers that require more units to fight) and you will see how damn frustrating the thing becomes.
I agree with you; I had the same problem.
I agree with you; I had the same problem.
Server? Always mention the server/community ![]()
You must open a ticket to the UK support, so they can check it.
Yeah, I did it, but I assume that with so many players farming lower layers on an hourly basis, we're simply hammering the servers that processes those battles, and the issue may be wider.
Or the opposite - it's because of s48 UK activity - there are like 40 players who farm lower layers hourly, process those actions simultaneously, which is today above the average BF server, I guess.
I agree with you; I had the same problem.
Server? Always mention the server/community
S37 Arabic