Wednesday, April 30, 2014

New Rangers Released + Castle in the Sky Thoughts

I woke up yesterday morning and it was all mayhem because all the obtainable rangers in boss stages were different. I woke up this morning and apparently the entire player community has gone amok because new and even more outrageously overpowered rangers have been released! And it's Bonus Ruby time and double chances on Premium Gacha time, and to top it all off it's Double Coin day. It's been a very unproductive day for me. Been playing Rangers all day.

My discussion of Castle in the Sky part one was very long in the making, but with the advent of the new rangers, the last half of the zone got obliterated in about an hour. I don't want to write up part 2 just yet, because writing how I beat it with the new rangers seems like a waste. This post will be just about the set of new rangers as well as some thoughts about how they are a good fit for tackling Castle in the Sky.
KSM is picked on by his wife, but he only takes his anger out on Alien Army members
First things first, Sorcerer Cony has been overthrown by this fine gentleman as the most overpowered ranger in the game to date. Mr. KSM, you are a very mysterious fellow. Why is his name KSM? What does it mean and what does it stand for? My theory is KSM are his initials. I wish we could see the breast pockets of his robe because I bet KSM is embroidered there. Why does KSM have so much rage? What does his wife do to him? We'll never know...

Level 1 KSM, Level 1 Dancer King Boss destroying the Fart King
Mr. KSM is a splash ranger and he will be undoubtedly the most sought after ranger by everyone. At level 1 he costs 540 mineral to deploy which may seem like an astronomical amount of resources for one unit, but at level 1, his attack DPS is already 10500. Honestly, if you get him from GACHA, go ahead and use him right away, even if you don't have anyone to synthesize him with to level up. At level 1, he's already as good as Opera James at level 40. At level 41 to 50, KSM costs 740 to deploy, which may seem like a lot, but as you head into Castle in the Sky, all the stages lend themselves to splash damage a lot. At Stage 104 and beyond, the pathways are very short so KSM's Very Slow speed is not much of a problem, while his damage will knock everything out in a few hits. I was skeptical, but he is well worth the money. In addition, his max range is the same as Opera James, so he can safely dole out the pain from behind the fray. He can't avoid the unicycle or the ice cream enemies' splash damage, but (1) KSM has a lot of health and (2) if you deploy in the right order, you'll have enough KSMs out to obliterate them in no time at all. His cooldown (time before you can deploy him again) is very long, even longer than other splash rangers by a little bit, but I've been finding it ok because it takes a while to even regenerate that kind of cash.
Dancer King Boss has the master moves and a keen sense of style
Dancer King Boss is really awesome and not just because he hurls disco balls across the room. Dancer King overthrows Sindy as the ranger with the longest range and outperforms Lia, Alice, Sindy and Legend Boss as the highest single target DPS. Look closely at the picture below for the left-most Dancer King Boss and the left-most Sindy. That's how much further back Dancer King Boss can stand. In stage 104, Dancer King pops and remains at the foot of the home tower while damaging enemies standing at the foot of the enemy tower. Talk about far! Needless to say, he also out-ranges the ice cream splash damage, which will make him ideal for most stages in Castle in the Sky. To give you an idea of  how powerful he is, maxed out at level 70, Dancer Boss King deals over 100,000 DPS. He is very bit as OP as I make him seem, trust me.


Honey roasted peanut Bernard is kind of a beach bum. But who surfs with socks on? That's just weird.
Bernard is like the new Thunder Brown. Really, really slow, doesn't do a lot of damage, but his potbelly gives him about one million HP when he's at level 50. One. Million. He costs 820 mineral to deploy, but that's not my only problem with him. Bernard does not really allow himself to be the only tank in your team because his cooldown (time before you can deploy him again) is *insanely long* for a health unit. His cooldown is the same as KSM's, something like 12 seconds. 12 seconds for a splash ranger is acceptable because you will most likely be sending out other rangers in between, but for a health ranger to have such a long cooldown and at such cost is almost detrimental. One million HP is actually nothing when you're up against 10 Tylers (paper airplane enemy). He's also Slow move speed.

I don't think I will be using him much, just like I didn't end up using Thunder Brown much. They have a ton of health but because of their cost and speed, I just don't believe they're very functional for holding the front line. Maybe for Stage 97 and 98, but beyond that, I think I'll just use this guy...

Brown gets cooler every time we see him. Lightning kicks and tattooed fist. Eat your heart out.
Hip Hop Brown is amazing. Unique to Brown as a speed ranger, he gains a lot of HP as you level him and he has a 3 second cooldown just like Honey. He walks really fast and the best part is he only costs 210 mineral which means you can spam him like crazy and he's just as good at holding the front line as any tank. He walks faster than Honey, which is pretty fast for a big meaty ranger.

On a related note, if you logged in recently, you would have gotten a bonus 3 star ranger, Red Brown. He's like Hip Hop Brown's little brother. 3 star, so less meaty, but still very good and very cheap to deploy. Great for lower stages and only 120 minerals to deploy. 

Poor Songster Cony. She's a hipster and she has a bit of potential, but lacks talent indeed.
Songster Cony is kind of like Sorcerer Cony's baby sister. She joins the ranks with other 4-star ranged splash units, and she performs about as well. Where Opera James and Clara fall short in both move and attack speed, she excels. Her attack power at level 40 isn't terrible, but it's not great, either. Especially with level 60 Clara being so available to the public these days, Songster Cony seems to fall short for me in desirability. If Clara is your only other ranged splash unit, though, Songster Cony will do nicely to join your team. She has quite long range as well, just short of Sindy's. 

Seems to me like KSM, Dancer King Boss are at the top of the wish list with Hip Hop Brown not far behind. The new rangers will surely make Castle in the Sky much easier for people. I'm still not sure why KSM wants to save Sally but we're lucky to have him on our side. If you have the cash to spare, now's the time to play the GACHA machine with double chances and bonus rubies. Good luck, everyone!

Tuesday, April 29, 2014

Difficult Stages - Castle in the Sky 97 to 101

Castle in the Sky is a very strange place. Some of the stages don't follow any of the traditional mechanics, don't require any melee units, and the enemies are just plain odd. It's the most challenging area to date, for lots of reasons.

This area has undergone significant difficulty changes since it was initially released. The nerf bat hit it hard, and I think  it was probably necessary. People were stuck on stages for days, approaching weeks, and it hasn't even been open that long which means many players were not making any progress at all. As a result, they've modified and played musical chairs with all of the 4-star rangers that are farmable from stages (here is a revised list). There are even a couple of 5-star rangers now available in the higher stages. In addition, some rangers have had their stats buffed so that they are actually useful, or more competitive to be put in your team. If you have not taken a good look at your available rangers recently, look again now. Some of them might have been buffed and you may consider giving them their day in the sun. All this, just so people can be better equipped to handle the difficulties in Castle in the Sky!

Tyler, Mabebe, and Sena are not all that interesting. They have a lot of health, one of them does splash to melee, but they're otherwise not very threatening. The 2 enemies that are not listed in the collection are the Unicycle guy and the Dropped Ice Cream guy. They're the first and only jerks you see when you first enter Stage 97 and 98, and you will learn to dislike them a lot.

The unicycle enemy has a *ridiculously* long range. Think of him as having about the same range as the blondes with dolls in Altar of Flame, but without the animation. I can't seem to find confirmation anywhere but I do believe that the Unicycle guy behaves in a way that we have never seen enemies do before: If only one unicycle is in range of your team, he will just single target whoever is in range; If more than one unicycle is in range, they start to splash damage. It seems bonkers that an enemy can do this, but I can't otherwise explain why 2 unicycles can pretty much annihilate my entire team in 2 hits while also hitting my tower. So the point is, do not allow more than one of them to actively hit your rangers if you can help it.

The Ice Cream enemy has a much longer range than the animation lets on. Basically, only the longest range rangers can avoid being hit by the ice cream guy at their max range. Everyone else, including James, Clara, Boss, Sol... well, nice knowing ya. You do not want a lot of ice creams stacking up because they will start to decimate your entire team with splash damage.

Stage 97
Stage 97 is a test of control. Youtube has some great videos of people excelling at the art of staying behind the midpoint of the path. If you stay on the left side of the path, you will only have to deal with unicycles for a long time. If you pass the midpoint, you will have to contend with both unicycles and ice cream guys - very bad, almost certain death. The trick that is prevalent right now is to use only long range rangers and try to nuke down the unicycles one by one from far away. You have to get to know the order of the unicycles popping out and expect the next set of enemies so that you can properly position your rangers and throw down your items. Clara, Opera James, Sindy and Ellin all walk relatively slow, but if you use someone like Boss, Cony, Hunt, Alex, you will have to watch your toes and time carefully. If you deploy them at the wrong time, they'll cross the midpoint and you won't be ready for the onslaught of scorned dairy. I do not recommend bringing a Friend or Sidekick with you here because you never know if your Friend will send out a Xan or Moon and ruin your day.

Stage 98 is almost exactly like 97 except reversed. You deal with the ice creams right away and if you cross the midpoint you will get unicycles. It's also a control phase, but the ice creams are considerably more dangerous because of splash. The ice creams don't do a lot of damage per hit, but when they stack up, they hurt a lot. So at first I tried just using Jessica instead of a regular tank. It worked pretty well but the end of the stage still overwhelmed me so I decided, why not...
All Splash All The Time
I know, I know, not everyone has 3 cats. But consider this: Everyone has access to Clara, Warrior Jessica, Sol, Vlad and Pew. Something to think about, no? With my team of 3 speed kitties, not crossing the midpoint was not really an option. I bought myself a little time by minding my toes for the first 3 ice creams, and it's really just to stall while I try and get more James and Clara deployed. Once I was ready to cross the line, it's no holds barred, all out war. Knock them back with a Tornado, I brought my Friend, I brought my Missile, I brought the Meteor. Once the enemies were all dead, there's a little bit of time alone with the enemy tower but soon another wave comes out. I saved Ice Shot to freeze them right when Hurry Up starts and cleaved down the tower a la Stage 84 1.0. Yeah, I know it's not fair, but clearly this game isn't fair :) Honestly, this all splash team was a much more relaxed way to clear this stage. Their cooldowns are so long that I didn't bother to tap the deployment button like a crazy person.

After I did this for 98, I realized this is also doable for 97 so I went back and tried it - yep, you can do it. Note that this was probably not an option pre-nerf as the enemies really had too much health.
Stage 97 - All Splash
Stage 99 Team. I don't really remember this stage being that tough. I used Jessica to tank instead of a real tank for more dmg. She's pretty meaty.
Stage 100
Stage 100 was originally insanely hard. The damage on your team was very high, and the demand for damage on the multiple mini bosses was also very high. Without Sorcerer Cony, I think it was extremely rare for players to pass this stage. Even with Sorcerer Cony, players had a lot of problems because she's very expensive and so are high-health tanks. Post-revision, Tyler the paper airplane rider has a lot less health and he can be splashed down in a reasonable amount of time. I went with General Brown (60) and Charismatic Jessica (55) because they put out more damage than 2 tanks would. However, it is just as doable with 2 tanks, Warrior Jessica, Clara and Opera James. I might go back and try this but I am pretty sure you can do this with 2  tanks, Warrior Jessica (60), Clara (60), and Sol (70). I'll let you know when I get my Jessica and Sol to max... might take a while. The random spinning wheel hasn't been nice to me.
[Update: Check out YouTube video for clearing with Xan, Sol, Warrior Jessica, Ellin, Alice]
Stage 101
Stage 101 is a tough one, too. It took a little practice to get the timing right. Just know that you will need some splash, a really meaty tank ranger, and you definitely want Sindy. The stage starts with a bunch of Mabebe (fat bird with braces), coupled with ice creams and they're your biggest problem. The reason Charismatic Jessica works so well here is she has more health than Clara and James as a splash ranger, and you need someone who can take a few hits while the ice cream is out. You might also be able to do this with Sol. You can also substitute General Brown with Xan, Styne, Bob, Masked/Macho/Fighter Moon, or Thunder Brown. I just chose him because he's cheap, beefy, and does decent damage.

The number one thing that helped me defeat this stage was Sindy. Sindy is the longest range attack ranger and she stays out of the splash damage from the ice cream. While you are holding the front line from a lot of Mabebe, you will occasionally see an ice cream join him and that one ice cream is going to destroy your ranged splash units (Clara, Cony, James will all die). To avoid this and keep your team healthy, only produce tanks, Jessica, and Sindy until the first 3 ice creams are gone. Count them! Do not produce any other units until the 3rd one is dead otherwise it is a waste of minerals and time. Once the 3rd one is dead, you will have time to deploy Clara/James/Cony to defeat the Mebebes and move forward. Once you pass the midpoint, Tylers will come out with more Mabebe and more ice cream. By then, you should have a really healthy army to kill them off one by one.

For my troubles, I have gotten 2 star Treasures in the first section, and 1 star Treasure in the second section. To be continued! Good luck, everyone.


The Meaning of Attack Stats in Ranger Profile

Today, I will talk about damage dealing. I come from a background in Starcraft, BW, SC2, and World of Warcraft so this is near and dear to my heart. Nothing gets my gaming brain juices going like talks about economy, macro, micro, min, max, cooldowns and the much-sought-after damage-per-second (also known as DPS). So when this topic came up in an Asian gaming forum, it made me wonder... why didn't I do this testing myself sooner? Shame on me. I've always wondered myself about the numbers in the game profile, but someone actually got into the nitty gritty for the benefit of us all.

The post deduced that the number shown in the ranger profile for "ATK" is the ranger's average damage per second (DPS), regardless of the ranger's attack speed. Not all rangers fire once per second as we all know, so the number shown is an accurate representation, apples-to-apples, of how much damage rangers will be outputting. The number does not mean how much damage the ranger is doing per hit, which is what I believe a lot of people originally thought. The DPS number helps us compare rangers easily.

The Testing With Math and Such

For his troubles, please click on his forum post for reference. I'll give credit where credit is due, and these smart folks did the work so I'll talk about the actual experiments that they did to prove that the number shown is DPS, explaining the pics and specific rangers that they used. The original poster compared these two Attack rangers:
  • Frankie - Level 30, Attack Speed: Very Slow; Attack: 4381
  • Ellin - Level 30, Attack Speed: Fast; Attack 5172
He sent them off alone on two runs of a stage where the enemy tower has 20000 HP. Ellin fired 3 times to destroy it, which is roughly 7000 hp damage per hit. Frankie one-shot the enemy tower. So what we can see from this is that (1) Attack Speed matters and (2) the number in the profile isn't telling us everything we need to know.

Someone then replied to his post and took it a step further in a second experiment with these 2 Attack rangers:
  • Ellin - Level 49, Attack Speed: Fast; Attack: 13458
  • Legend Boss - Level 50, Attack Speed: Very Slow; Attack: 14140
This person took into account the speed of each ranger and used them in a similar test assault on an enemy tower. Ellin's "Fast" attack speed means she hits once every 1.5 seconds. Since Ellin is advertised to do 13458 per second, that means that when she fires every 1.5 seconds, she's actually doing 20187 damage per hit (13458*1.5). Sure enough, when she fired on a tower that started with 120000 HP, her first hit resulted in the tower having 99813 HP remaining. 

Similarly, Legend Boss attacks Very Slowly, which is approximately 3.5 to 3.55 seconds. Advertised DPS is 14140, so every single hit Legend Boss lands is doing approximately 49490. His first hit on a tower with 120000 HP resulted in 69569 HP remaining, which is roughly what is expected from the math. 

Which Ranger Should I Choose?

Now that these fine people of the internet have proven that the number in their profile is actual DPS, we can decide for ourselves which ranger we want on our team at any point in time. The decision will rest very much on what kind of enemies we are facing, so we can pick the very best rangers for the job.  For instance if we compare similar DPS rangers: 

Both Lia and Gentleman James have about 12K DPS, but James attacks Fast while Lia attacks Very Slow. Without getting into numbers, we know that each one of James' hits will be relatively less heavy than each one of Lia's hits. We also know that over the course of time, their total damage will be roughly the same because their DPS is similar. However, there are circumstances where faster, smaller damage hits is preferred over more seldom, heavier hits. 

Generally, stages where you have a lot of targets to hit and targets have relatively little health, faster attack speed is preferred. You can quickly fire on different targets in quick succession and take care of them all in a short amount of time. If you bring a lot of slow attack speed rangers and the AI dictates that they all fire upon the same low-health enemy among a group of 10 others, that 1 enemy will be nuked to death, but the other 9 won't take any damage for several more seconds while the slow rangers recharge, meanwhile they are beating up your team.

Situations such as some boss stages where there may not be a lot of enemies at a time (like 84) may be fine for slow attack speed rangers like Lia and Boss. You're hitting the same single target for a long while, so it doesn't matter if you're hitting it faster or slower so long as total damage output is as high as it can be. 

Of course, 4 other things to consider when comparing rangers for your team, unrelated to their damage output, are: 
  1. Mineral Cost - Is mineral production an issue in the stage you are facing? Are you able to upgrade minerals, or are you going to be cash poor with pressure to defend your tower right away? Can you deploy enough rangers to do so? 
  2. Target Max Range - Does the ranger hit from far range or is the ranger's max range close to the enemy front line? Is it going to be in danger of being hit by enemy splash damage? 
  3. Deployment Cooldown - How quickly do you need your rangers deployed, and how quickly do you need reinforcements to pop and arrive for action? Do you need a few really beefy rangers or do you need a ton of bodies being produced all the time?
  4. Move Speed - Is it critical for rangers to be able to move to the enemy quickly, or is it more important to stay on the home court side? Do you need reinforcements to arrive quickly, or are you fighting all the enemies close to your home tower where speed doesn't matter? 
Splash DPS was not part of the experiment discussed in this forum post, but I do believe that the number in their profile is damage-per-second on every target in range of being hit. This is why splash rangers are insanely powerful. Their damage output is literally multiplied over the number of targets they hit. And since faster attack speed is more desirable in almost every scenario, this is why Sorcerer Cony is preferred over all other splash rangers. Her DPS is higher, her attack and move speed are quite acceptable and better than most (versus Opera James' Slow/Slow, Clara's Very Slow/Normal), and she hits from long range. 

Finally, someone posted on that forum that after some extensive studying of game recordings, he found that the recharge time between hits for various attack speed rangers is as follows:

Very Fast 1 to 1.49 seconds
Fast 1.5 to 1.99 seconds
Normal 2.0 to 2.49 seconds
Slow 2.5 to 3.49 seconds
Very Slow 3.5 to 4.5 seconds

I don't know if they'll ever know, but I salute these guys for their effort and insight into the mysterious profile details. Very interesting results indeed! If you can read Chinese, I recommend you read through the whole thing. It's pretty neat stuff.

Saturday, April 26, 2014

Quick Weekend Update April 26

I just wanted to post a quick one to bring attention to the new stuff on the blog.

1. The LINE Friend ID sharing post is a permanent new addition. You can always access it by clicking on the link bar at the top (mobile blog readers unfortunately can't see the link bar, though). Don't be shy, post your info for sharing and helping other players!

2. I updated my New Stage 84 post with a normal ranger team strategy for anyone who may want some insight there.

3. I updated my thoughts on teams and strategies for the Altar of Flame area. I've cleared the zone finally. When I have some intelligent ideas for Castle in the Sky, I'll write some new posts.

Finally, I will of course keep updating the posts with full list of rangers, obtainable rangers from new stages, and new area Treasures as I progress through them.

Thanks to everyone who has been reading and following through my adventures in LINE Rangers. I appreciate the replies and feedback!

Good luck and have fun!

Friday, April 25, 2014

LINE Rangers Friend ID List


***IMPORTANT UPDATE***
February 10, 2015: Friends, this page is no longer operational. I am no longer accepting new Friend ID posts here as I am wrapping up the blog. So sorry!

For those players who wish to have their LINE ID removed from this page, you must leave a comment on this post. This is the only post that will be monitored from now on, and it is ONLY to be used for requests for removal.
_________________________________________________________

Welcome, all friends of LINE Rangers! This post is being created as a place for players to share their LINE ID with others to help each other in the game. Friending each other in the LINE app will make you Friends in the Rangers game (as well as any other LINE family game you play). It will be great to help each other get through tough stages and get more Friendship Points. 100 Friendship Points = 1 more feather to play!

Updated September 20, 2014: Due to the large number of pages of comments from Line Rangers players posting their IDs, I've consolidated the IDs which are still valid/public into one list. Once I clean up all the comments, we can start new again! IDs are listed in reverse chronological order from when it was posted. Thanks to all friends who have participated. If you wish to be removed, please comment below and let me know. If IDs are not valid, please let me know.


Please keep replies here related to ID posting only. Any unrelated, rude, or inflammatory posts will be deleted. Please try and refrain from multiple posts. Multiple posts will be deleted, keeping only the most recently time stamped post.

Remember all the way at the bottom you can "Load More" posts to see the latest entries.

Make sure you type in the comment box at the BOTTOM OF THE PAGE. Do not hit Reply to the top comment otherwise your info will be buried inside of someone else's post. 

Post your information like this:

LINE ID:
Player Level:
Special Rangers to Share (optional):
Current Progress (optional):

If you wish to post an updated list of your rangers or progress, just post a new one and delete the contents of the old one. I'll remove any empty posts. Or reply to your own post works, too.

If you wish to remove yourself from the list at any time you can either delete the contents of your post and I will remove the post eventually or reply to your own post with the words "REMOVE ME" and I will remove it. Remember to set your Public User ID option back so you don't continue to get more random adds.

HUGE ID LIST: 

denok95
rokusho723
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mixporapon
Handydagge
shockin9
wieming
jagjeet23
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