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- Funny, I am pulling my qgj to bjild this setup. And two of the other droids teams on my server just put qgj in for rg/magna. I wonder which one of us is one step behind.
In fact for the last 5 weeks I didn't even use JE. Will be fun to try speed game, and I just might have the fastest je droid team on my shard tonight. Going from 0 to 100mph all at once, here. "LastJedi;580416" wrote:
Rng only decides first to act when it is a special that fill/overfill tm bar, now. Otherwise fastest toon goes first even by a point. I get it now.
Exactly.
The other thing to point out that works different from the speed guide now is turn meter reduction. It used to only reduce a percentage of available turn meter. So if a toon had 50% tm and had a 50% reduction skill used on him, it would reduce 50% of the 50%, so he would be left at 25% tm.
Now, turn meter reduction skills reduce a percentage of total possible, so if a toon has 50% tm, and has a skill used on him that reduces tm by 50%, he will be left at zero. Can't be reduced past zero of course.
Otherwise, the speed guide is still pretty accurate if you keep in mind the change to rounds/ticks."LastJedi;580411" wrote:
Captain, i thank you."TrevorTheWookie;580263" wrote:
@LastJedi in the words of yoda "slow down your JE you must, to fast he is
Nope he is not too fast. Once I omega him tonight, will be fine. I don't want any of my droids to fill tm when he fires. I want order of my droids to be same. (Well maybe except against clone teams).
So basically you just round to the nearest hundredth, instead of whole integer.
At 136 speed, my hk will act in tick 405, provided my je has speed at least 247, which he will with one more Banta gel.. This means my HK will go before any JE with speed of 246 or lower. And he will have a chance to ability block a han or a JE.
My assassins are still slow. But ig88 will go next. With speed 130, he will act in tick 424.
Ig86 at speed 128 will act in tick 430, which gives him a chance to recharge hk or 88.
So if my HK doesn't block je, their assassins will probably go before mine. But hopefully if I don't block JE, I will block or offense down on 88 and or 86.
I think this will be real good. 7 more hrs and I will find out. Well not that it is hard to beat droids with droids. I am more wondering If this will provide any defense.
Another way to look at it is as long as your JE IS too fast, you can convert your droids time to act into a speed conversion. At tick 405, my HK with 136 will effectively have 247 First Round Speed. 130 speed equals 236 FRS., And 128 speed = 233 FRS.
Also, you really do want your droids to fill tm when JE uses recalibrate, this eliminates that gap so the enemy JE can't squeeze his droids in before yours. You pull all of your droids up to the same tick as JE. You just don't want 88 to fill completely. This allows him to go after HK and get the bonus from his debuffs. There is still a possibility of the right speed combo of droids and JE to go before your 88 though. The more you try to control the turn order, the more possibility of the enemy droids wedging in somewhere.
Mind the gap!!!"Ugluk;580718" wrote:
"CptCaveman;580692" wrote:
"LastJedi;580411" wrote:
Captain, i thank you."TrevorTheWookie;580263" wrote:
@LastJedi in the words of yoda "slow down your JE you must, to fast he is
Nope he is not too fast. Once I omega him tonight, will be fine. I don't want any of my droids to fill tm when he fires. I want order of my droids to be same. (Well maybe except against clone teams).
So basically you just round to the nearest hundredth, instead of whole integer.
At 136 speed, my hk will act in tick 405, provided my je has speed at least 247, which he will with one more Banta gel.. This means my HK will go before any JE with speed of 246 or lower. And he will have a chance to ability block a han or a JE.
My assassins are still slow. But ig88 will go next. With speed 130, he will act in tick 424.
Ig86 at speed 128 will act in tick 430, which gives him a chance to recharge hk or 88.
So if my HK doesn't block je, their assassins will probably go before mine. But hopefully if I don't block JE, I will block or offense down on 88 and or 86.
I think this will be real good. 7 more hrs and I will find out. Well not that it is hard to beat droids with droids. I am more wondering If this will provide any defense.
Another way to look at it is as long as your JE IS too fast, you can convert your droids time to act into a speed conversion. At tick 405, my HK with 136 will effectively have 247 First Round Speed. 130 speed equals 236 FRS., And 128 speed = 233 FRS.
Also, you really do want your droids to fill tm when JE uses recalibrate, this eliminates that gap so the enemy JE can't squeeze his droids in before yours. You pull all of your droids up to the same tick as JE. You just don't want 88 to fill completely. This allows him to go after HK and get the bonus from his debuffs. There is still a possibility of the right speed combo of droids and JE to go before your 88 though. The more you try to control the turn order, the more possibility of the enemy droids wedging in somewhere.
Mind the gap!!!
Not to mention those pesky Rex leads.
Yeah, I usually drop JE and sub in RG for certain Rex lead teams anyways. Crit chance up is more of a hinderance than a help. Rex's turm meter gain when suffering crits shuts droids down.- Cg should consider UNCAPPING turn meter from 100% @CG_JohnSalera
Leave the turn meter bar (display) as is, visually shouldn't change in any way, and shouldn't need to be updated at all, but if you simply remove the hard cap of 100 on the variable that stores turn meter and a toon is allowed to surpass this value, this will eliminate any very improper scenarios that often occur, and immediately correct it so that the toon that has the most turn meter above 100 would get to act first.
another scenario that you see occur in lots is raids, if you have teebo, you hit stealth and sometimes teebo goes, sometimes ee goes, ee should go first everytime since he has 100+whatever he had, and teebo should go after, but this can occur and ee can actually end up hitting the rancor and giving it tm then the rancor ends up going before teebo. which sucks.. cause teebo was at 100 first and should have gotten a chance to hit the rancor.
Another modification that works well in tandem with the fix above would be to calculate the next character to act BEFORE the current player takes his turn..store this data, then execute the turn. If that turn included the application of turn meter -, you could check if it was the same toon (or if it died) stored for next turn... if it was recalculate next toon; if not, that toons acts regardless of what the previous turn did. "GuNDaL;580760" wrote:
Cg should consider UNCAPPING turn meter from 100% @CG_JohnSalera
Leave the turn meter bar (display) as is, visually shouldn't change in any way, and shouldn't need to be updated at all, but if you simply remove the hard cap of 100 on the variable that stores turn meter and a toon is allowed to surpass this value, this will eliminate any very improper scenarios that often occur, and immediately correct it so that the toon that has the most turn meter above 100 would get to act first.
another scenario that you see occur in lots is raids, if you have teebo, you hit stealth and sometimes teebo goes, sometimes ee goes, ee should go first everytime since he has 100+whatever he had, and teebo should go after, but this can occur and ee can actually end up hitting the rancor and giving it tm then the rancor ends up going before teebo. which sucks.. cause teebo was at 100 first and should have gotten a chance to hit the rancor.
Another modification that works well in tandem with the fix above would be to calculate the next character to act BEFORE the current player takes his turn..store this data, then execute the turn. If that turn included the application of turn meter -, you could check if it was the same toon (or if it died) stored for next turn... if it was recalculate next toon; if not, that toons acts regardless of what the previous turn did.
Yeah, I wouldn't hold my breath. It took CG 3-4 months to figure out that speed didn't work the way they thought it did.- http://www.mememaker.net/static/images/memes/4582952.jpg
- I have tried many times in the arena and in GW according to the spreadsheet, and it works 100%. Now IG88 will never attack before HK47.
"LastJedi;580225" wrote:
@RenanFilipe , if you use Romec245's spreadsheet, 110 is not a static number. When you change Je's speed between 200 an 249, the magic number changes and can be way higher.
It looks like JE having lower speed is better, if you use the spreadsheet. At JE speed exactly 200, you need only 110 speed to act first. But when you increase speed to 210, say, now you need 116 speed to act first. I don't understand why that is.
Does not JE do the same thing, no matter what? If he acts in tick 5, how is it different if his own speed is 200 or 210?
As long as an omegaed JE acts on tick 5, 110 will be the magical number. Now, if you are over 225 speed, that number may change because now JE will act on tick 4."RenanFilipe;580793" wrote:
"LastJedi;580225" wrote:
@RenanFilipe , if you use Romec245's spreadsheet, 110 is not a static number. When you change Je's speed between 200 an 249, the magic number changes and can be way higher.
It looks like JE having lower speed is better, if you use the spreadsheet. At JE speed exactly 200, you need only 110 speed to act first. But when you increase speed to 210, say, now you need 116 speed to act first. I don't understand why that is.
Does not JE do the same thing, no matter what? If he acts in tick 5, how is it different if his own speed is 200 or 210?
As long as an omegaed JE acts on tick 5, 110 will be the magical number. Now, if you are over 225 speed, that number may change because now JE will act on tick 4.
There is no more tick 5. Speed doesn't work like it used to when the TI Speed Guide was written. Toons no longer group up in tiers. Instead of tick 5, think of it as a 200 speed JE acting on tick 500.
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