Stop will prevent the affected unit from gaining CT (and prevent reaction abilities, and reduce evade to 0). It does not 'freeze' the CT count of other statuses, those tick along just like Stop. Think about Galaxy Stop from vanilla - Stop, DM, and DA are all applied at the same time. Stop wears off first cause it has a shorter duration, then DM and DA wear off not too long after.
The one thing Stop will 'freeze' is Charging - if you're casting a spell and get Stopped midcharge, the spell will continue to count down once Stop wears off on that unit.
Best Reliable Case Scenario. 40 faith 18PA Attack Up Dancer with 108 Gems vs 40 Faith Target Neutral Compat.
145-40=105 105*105 =11025 11025/10000= 1.1025 1.1025(Faith Modifier)*18(pa)*9(attack stregnth)*1.3(Attack UP)*1.2(Elemental Strenghen)=278.63 which is rounded down to 278 damage
Mostly correct! I believe that FFT truncates / floor function / rounds down after each calculation, so the order in which you multiply actually kinda matters. Also your number for AUP and Strengthen: Ele are off.
So, using the numbers in Malroth's example, it should be something like: 18 * (5/4) = 22.5 -> 22 * 5/4 is the Strengthen: Ele boost (1.25x) (also note that you apply these multipliers to PA (or MA, for MAUP, etc) 22 * (4/3) = 29.33 -> 29 * 4/3 is the AUP boost (1.33x) 29*9*1.1025 = 287.75 -> 287
Barren's Scholar MVP =P Although this match not too much Raise 2ing necessary, which let us constantly apply pressure. 65% Charms were good for us, HP Restore never triggering was bad for them. 70+ Faith on Chemist was a huge liability too cause Barren went for Big Damage Quakes
Quickening + Cursed Ring is only prevalent on Thieves. Otherwise there's a pretty good mix! Quickening Monks and Quickening Itembots are also really popular, and those don't use Cursed Ring.
Quote from: The Damned
If Slow Dance started to be used though, matches would regularly become stall fests that last at least 30+ mins since you have to build defensively to maximize Slow Dance's potential, which people will do just like how they use Quickening now. (italics mine)
I will admit that I haven't been watching videos, but my experience with Quickening is that AI gets its one or two uses off, then it's action time and they only use it again when in critical to run away, basically. Perhaps I am indeed underestimating double-turn frequency, but again, keep in mind that fast units on enemy teams can keep up, so overall number of actions on both sides will be about equal.
I understand that it's unreliable. But 1. nothing time (in battle) can't fix, and 2. I think Blind immunity is less common than you think it is. Cursed Ring Quickening Thieves? Not immune to blind. Grand Cross? Only 13 units in the last page of team submissions (maybe a few more - I opened 90+% of team spoilers). Chakra Band? Ok, there were 30 units, but Monks have Repeating Fist anyway. Also, not all the Monks were smashy-smashy Monks.
Raven's team (Y U SO DERP) was from a completely different era than old Phoenix Blade. Neither of those existed at the same time. Raven's team was so effective because damage was complete garbage in Arena back then (largely because you were as loud as ever and love nerfbatting everything). As overall damage increased / games got more dynamic, Y U SO DERP's performance fell. It could no longer count on one Polka Polka/Disillusion user to reduce damage, especially with AI stupidity rotating dances / using the wrong dance. The enemy team also losing the occasional Speed point did not cripple the enemy team either, as good teams were still able to apply pressure and ultimately drive Y U SO DERP to a loss. You are exaggerating how much of an impact losing one point of Speed has. Is it bad for that team? Obviously yes. "Damn crippling?" No. At 2 Speed points, on a slow character, sure. But not one. Especially not with Slow Dance, which is 1. slow, and 2. not very reliable. Enemy team losing speed is good if you can reliably control the team with 3 characters against the enemy team's 4. I think that's pretty darn hard to do. I guess you can try it with Mimes, which could work, but they're also in a weird spot cause of meh stats.
Slow Dance and Last Dance fulfill different roles / you build differently according to the dance. Slow Dance is much better suited for the grindy, defensive team. Last Dance is better for a more tempo-y/aggro-y strategy. Slow Dance doesn't make sense for an aggressive strategy cause you're not going to feel the random speed point the enemy team loses, and you're also down a character delivering the beatdown. Last Dance isn't great for a defensive team because it doesn't reliably slow them down, and it's not a permanent change to make your life easier. They do not obsolete each other or make each other redundant in any way.
Also, people put Quickening on both defensive units and offensive units. Defensive units are probably built to be tankier, sure. But offensive units being built tanky? I guess if you count Cursed Ring (you're the one assuming Quickening + Cursed Ring is default setup) as being tanky, which I can see given that they get up faster with more speed and etc. Thieves or Ninjas and tanky don't really match in my mind, though. Also, with these offensive Quickening users, you typically see one, maybe two uses of Quickening, and that's it. Hard to say how much impact those speed points have, especially since it's early, so after the initial Quickening, the rate at which the unit gets it turns is basically constant. 3-4+ Quickenings from offensive unit usually involves Crystals, and if that team is in a winning position, basically irrelevant (cause it's win-more). If that team is losing, then it gets interesting, cause if they win then you can probably say that Quickening played a major factor.
~2 uses of Quickening only gets double turns 1. occasionally, over time, when CT lines up, 2. from units already built to be fast via Speed boosting gear, and 3. only relative to slower units. The fast units (which most teams have) will still be going toe-to-toe in terms of rate of turns.
If Arena does indeed turn into a heavy Slow Dance meta (which I doubt), the only real stall-fests that could emerge are Slow Dance vs Slow Dance. Slow Dance vs not-Slow Dance is interesting because it's unclear which team will prevail (unless one team is clearly inferior). The difference is when the round ends relative to the climax - if aggro wins, it's soon. If Slow Dance wins, it takes a while. Slow Dance vs Slow Dance is the only stall-fest because both teams are going to somehow try to control each other, but then both sides are also getting slower, and it's unclear how they'd win unless it's through Death Sentence... which is probably blocked by at least one unit on each side. =/
Nameless Dance is a perfectly usable dance. Slow? Unconditionally strong. Blind? Conditionally strong, but holy shit it's a problem when it lands on the right unit. Same for Silence, though most people (except me, probably) guard against Silence on relevant units. Oil is the weakest of the four statuses Nameless can inflict, but is still conditionally strong. Even if your team can't take advantage of Oil (though you should try if you're using Nameless Dance), it can randomly disrupt enemy ele-absorb synergies.
Yeah, I had no chance, esp with the Dead procs. I should actually change Mimic Daravon to Stall, that way the Mime will be within 3 range -> more likely to Mimic a Book/Harp attack. Or turn one of the other units into a Crossbow user. Hmm.
Ninja actually doesn't do that much, esp once out of berserk. Lancer does even less between WM duty and Javelin. Also holy crap at those Southern Crosses. Pretty sure the only reason I got round 1 was killing archer before he did anything +Holy killing the Chemist + Mimic Daravon landing on Paladin. gg!