Talent calculation and application mechanics

  1. how is it determined if a talent is activated? does every tile in the stack for a barbarian have a chance to trigger wound or is it the attack itself has a chance to trigger wound?. If it is each tile does only the damage from that tile apply to the talent and any damage it causes or the total damage from all tiles in the attack?

  2. how would this apply when stacking colors? for example, you have a all red team, one ranger one sorcerer, one wizard, and one barbarian. the fifth hero does not matter in this example. If you shoot off 3 tiles, can all 4 talents be triggered? If so how is the damage applied, if say pierce is activated is only the portion contributed by the ranger pierce or total damage from the tile/attack?

1 Like

The way i understand each tile has a chance to cause bleed. Then its 60% of that tiles normal damage over ? Turns. ( cant remember how many) its only a small chance but with only namahage i see bleed often. But very low damage. single digit.

Thank you for your contribution. In my mind having each tile have a separate chance of triggering a talent activation seems unbalanced. That means a barbarian on offense could have 5 or more chances at once to trigger wound and and or all of them could inflict Dot, while a barbarian on defense can only have one chance pet attack to trigger the talent and then the Dot would be from the entire attack

does anyone else have any insight n this subject @Kerridoc maybe or perhaps
@Petri could tell us how the mechanics are designed to work

@buzz has the truth of it.

  1. Each tile associated with the Barbarian has a chance to trigger Wound. The bleed effect is based on the triggering tile’s damage. The effects stack, as indicated in the skill description.
  2. When you color stack, each tile is assigned to one, and only one, hero for the purposes of resolving talents. You can actually see which hero is linked to a troop if you use different troop types for each hero. Let’s say you have both Proteus (Wizard with Jinx) and Rigard (cleric), and you drop a purple match-3. Only the one or two tiles associated with Proteus can proc Jinx, though the increased damage that occurs will, as usual, reflect the combined attack strength of Proteus and Rigard.
1 Like

@Kerridoc Thank you for your response. let me see if I understand

On color stacking
the total tile damage is used for which ever tile is successful at procing a talent

and each tile only has 1 talent.

what happens when you color stack four different talents
wizard
sorceror
barbariann
and ranger

but you fire 3 tiles
only 3 talents have a chance to trigger? that seems like a problem

Yes, you’ve got all that right. Stacking clearly dilutes the chance of a talent proc’ing. Sometimes this is offset by the extra strength of the hit. For example, if you pair a barbarian and wizard, the odds of either Wound or Jinx proc’ing are halved but the effect is (more than) doubled. Now add a rogue into he mix; about one-third of the tiles will not proc either Wound or Jinx, but the ones that do hit and (more than) triple effectiveness. Add a sorcerer to the stack, and only ¼ of the tiles can proc Delay, but their effect is unchanged by the stack.

(I’m saying “more than” because the math of damage in color stacks increases non-linearly.)

Bottom line: talents in stacks are generally diluted.

@Kerridoc Thanks again, you really can make things clear.

One more question on this,

If in a 4 stack as mentioned above with 4 possible talents to proc and firing only 3 tiles, is there a way to know which one of the 4 is going to be excluded ?
Is it rng, is there an actual method the game uses to determine it etc?

In all honesty I feel coding it this way runs counter intuitive to the rest of the game’s design, but it is what it is

Thanks again for all your help

Good question, and I don’t know the answer. My guess is it’s purely RNG, but it could be something else (e.g. tiles assigned to heroes in cycles, starting with left-most). There is a way to tell:

  • set up a 4-stack with a different troop type under each
  • video record some raids
  • study results (troops are visible in the animation).
  • report here!

Thanks for the honesty. Not sure I have the heroes ready to do this on my own. But I will try and if I am successful I will report back. I just didnt want to redo work someone else had already completed.

Looking at video, there’s an odd pattern. I had a 4-stack, each with a different troop type. Every match-3 had two of one troop type and one of another. The match-4s had 2-1-1.

My sample size wasn’t huge, but it’s unlikely that every match-3 had a 2-1 pattern. @Garanwyn?

Interesting. So… on your 4-stack, you had, say, one mana 4*, one crit 4*, one defense 3*, and one attack 3*?

Assuming they’re genuinely random (so board position is unimportant), then:

4 stack will have:

  • 1-1-1-1 9.4% of the time
  • 2-1-1-0 37.5% of the time
  • 2-2-0-0 28.1% of the time
  • 3-1-0-0 18.8% of the time
  • 4-0-0-0 6.3% of the time

3-stack will have

  • 1-1-1: 37.5%
  • 2-1-0: 56.2%
  • 3-0-0: 6.3%

So 2-1-1 and 2-1-0 are the two modes of the distributions.

Here are the probabilities and odd for some small samples:

3-matches 4-matches Probability Odds
1 1 21.09% 4:1
2 1 11.87% 7:1
3 1 6.67% 14:1
4 1 3.75% 26:1
5 1 2.11% 46:1
6 1 1.19% 83:1
1 2 7.91% 12:1
2 2 4.45% 21:1
3 2 2.50% 39:1
4 2 1.41% 70:1
5 2 0.79% 125:1
6 2 0.45% 223:1
1 3 2.97% 33:1
2 3 1.67% 59:1
3 3 0.94% 106:1
4 3 0.53% 188:1
5 3 0.30% 336:1
6 3 0.17% 598:1

So there’s nothing crazy impossible in there. But if it happens often, I’d start to be quite suspicious.

1 Like

Another thought occurred to me on this topic.

Since each tile from an offense talent can trigger the talent, does that mean every tile that hits a druid can summon a minion, meaning that in a 3 tile hit 3 minions can be summoned and in a 4 tile hit 4 minions can be summoned?