At the end of the video I feel like I am a different person now. good vid. just subscribed. It would be great if you can show how effective this is in real battle with some combs.
This makes since. I have a joegun and charolette the same 282 speed. With out speed Lead joegun goes first. But with any speed lead charolette goes first.
I also believe that SWOP calculator is not perfect... while i was playing around with khmun Draco odin team combs i noticed some discrepancy as well. For the speed rounding i always consider it up when I speed tuned my monsters in PVE... (Swift Melia at GB12 & Lushen+Astar at NB12) ... my Reddit reference for learning material was : Summoners Math: Speed tuning. Feat. Amduat/Tian Lang/Nemesis
LOVE this video! It has been a question I have been wondering about for a LONG time. I'm really upset that I am just now seeing it. I have one question tho. I notice the chart you are using for these calculations is for PvE (7%) speed breaks, and the only other speed breaks that you give are RTA (1.5%). I would assume that speed breaks in PvP content such as arena and guild battles/siege would mirror RTA before it mirrored PvE. Are the speed breaks for the aforementioned PvP calculated with 7% or 1.5%? Thanks again for this video!
RTA is the only area of the game that uses 1.5%. All other areas use 7% except for raiding, which if I recall correctly uses 4%, but since no one really cares about speed in raids, I left it out. And I'm glad you enjoyed the video, thanks for watching!
@@benthepants Awesome thanks for that clarification! I have been thinking about this a lot lately and have been looking at my siege defenses and thinking about whether or not to slow my mons down to achieve more efficiency. I wanted to get your opinion on this subject as well before I start changing runes round. What do you think about bringing a mons speed down to the nearest speed break point to allow me to change my slot 2 speed for hp% and increase efficiency? I was always under the assumption that more speed was always better but if we can increase a mons efficiency by slowing them down how would you decide whether to slow them down or keep them at their max speed? The concern I have with slowing them down is that after every turn one tick is cycled, which means that if I slow my vigor down for example and that makes him take a turn after an enemy mon that would have normally taken their turn after vigor. That gives the enemy mons one free tick over my vigor right? How do you choose how to balance this? Is taking a turn sooner worth +30/40ish% hp? Just for clarity I will post the before and after of what I'm talking about with my vigor. NOW: battle speed - 305.85 Bar% / tick - 21.41 # of ticks - 4.67 Efficient: battle speed - 285.85 Bar% / tick - 20.009 # of ticks - 4.997
Sadly I think an official answer won’t be given to us by Com2us and if you want to know it you have to do these calculations and see if the % tick is rounded at some point or not. 28:36
Amazing video! I do have a question about Oracles - I've heard that it's optimal to have Seara at 244 speed. This is probably tied to their skill 1 getting atk bar, but why exactly is it 244? Is it with her speed lead or without, or better yet - is this even a correct assumption?
I've heard a few people say these optimal speeds before as well and honestly, I'm not too sure why. I tried looking up a Reddit post or something on the subject, but no luck. I did find a couple comments on random posts that say which speeds you want without any explanation as to why. A comment in this post says you want 223 or 244 which I'm assuming means +123 or +144 not total battle speed. (www.reddit.com/r/summonerswar/comments/kk7w46/wich_seara_build_is_better_both_vio_will/) A comment in this post says +155 which may be referring to RTA where the breakpoints are different (www.reddit.com/r/summonerswar/comments/f0f3bk/critique_this_seara/). Also, I would almost certainly go with the assumption that anytime anyone is talking about Seara speeds, they're considering her speed lead since you'll be using that 99/100 times. I will say when I do the math myself, a +123 Seara (for PVE) has a battle speed of 262. It takes 6 ticks to get to a full atk bar (of 110.04%). If it does s1 with max cr, it will get to 45%+18.34%=63.34% at the next tick. It will then take 2 more ticks to get to 100.02%. So essentially, it will take 3 ticks to get to 100% atk bar after using s1. Looking at +144 (283 battle speed) there is a similar effect: 6 ticks to get to 118.86% atk bar. After using s1, it'll take 3 more ticks to get to a full atk bar of 104.43%. That said, if you rune a 100cr Oracle at the 286 (+147) breakpoint, it will take 5 ticks to get to 100% originally. Then again, 3 ticks to get to 105.06% atk bar. So, I don't see why those speeds are more optimal than runeing them at 286 - except for maybe those speeds are more reasonable since Seara in particular is so stat hungry. You could slow her down to one of those speeds to pack on more HP, DEF, ATK, ACC, etc. Sorry, for the late response, Been busy irl and wanted to give a good answer cuz it's a good question.
@@benthepants It's all good so long as I receive a reply! :] But yeah, I tried to look into it and couldn't understand why it was +144, but then the information was from Makeitabud which I thought was very reliable, just couldn't figure out why that was the magic number. This is the picture that started it all for me - media.discordapp.net/attachments/504337824523485206/849991468117655572/unknown.png
A little late thinking of when the video was uploaded, but how do you take attackbar boosters into said comparisment when speed tuning? in the work of creating a leah team with eshir as an atb and struggling with figuring out what speed tuning. (got swop, but its not really taking attackbar boost into consideration)
I realize I'm responding to an old comment on an old video, but maybe this fits what you were looking for: docs.google.com/spreadsheets/d/1Nl6LETS2cl0pjPY0ZWjA7tZ2aozyd6qx3cO4NyJ0P6A/edit?usp=sharing I only just made this, open to feedback and suggestions.
So I did some testing on siege def. I tried 287 unit (tick 5)and 284 unit( tick 6). But tick 5unit never laps the tick6 unit. Can you explain why this happens?
Why does my friends unit go first at the start if a fight when my unit has like 70 it 80 more speed? Weve looked at everything and cant find why it would be happening, hes been playing for only a couple days so they dont even have a tower, no speed lead or artifacts but their whole team is going before mine almost when my unit is definitely faster on paper.
I'm not sure, but there's likely an explanation. Can you give more details? What monsters are being used, what are their speeds, and where are y'all testing this?
This video is amazing how did we ever not see this data before
At the end of the video I feel like I am a different person now. good vid. just subscribed.
It would be great if you can show how effective this is in real battle with some combs.
This makes since. I have a joegun and charolette the same 282 speed. With out speed Lead joegun goes first. But with any speed lead charolette goes first.
really appreciate the guide bro 🙏🏾
I also believe that SWOP calculator is not perfect... while i was playing around with khmun Draco odin team combs i noticed some discrepancy as well.
For the speed rounding i always consider it up when I speed tuned my monsters in PVE... (Swift Melia at GB12 & Lushen+Astar at NB12)
... my Reddit reference for learning material was : Summoners Math: Speed tuning. Feat. Amduat/Tian Lang/Nemesis
LOVE this video! It has been a question I have been wondering about for a LONG time. I'm really upset that I am just now seeing it. I have one question tho. I notice the chart you are using for these calculations is for PvE (7%) speed breaks, and the only other speed breaks that you give are RTA (1.5%). I would assume that speed breaks in PvP content such as arena and guild battles/siege would mirror RTA before it mirrored PvE. Are the speed breaks for the aforementioned PvP calculated with 7% or 1.5%? Thanks again for this video!
RTA is the only area of the game that uses 1.5%. All other areas use 7% except for raiding, which if I recall correctly uses 4%, but since no one really cares about speed in raids, I left it out. And I'm glad you enjoyed the video, thanks for watching!
@@benthepants Awesome thanks for that clarification! I have been thinking about this a lot lately and have been looking at my siege defenses and thinking about whether or not to slow my mons down to achieve more efficiency. I wanted to get your opinion on this subject as well before I start changing runes round. What do you think about bringing a mons speed down to the nearest speed break point to allow me to change my slot 2 speed for hp% and increase efficiency? I was always under the assumption that more speed was always better but if we can increase a mons efficiency by slowing them down how would you decide whether to slow them down or keep them at their max speed? The concern I have with slowing them down is that after every turn one tick is cycled, which means that if I slow my vigor down for example and that makes him take a turn after an enemy mon that would have normally taken their turn after vigor. That gives the enemy mons one free tick over my vigor right? How do you choose how to balance this? Is taking a turn sooner worth +30/40ish% hp? Just for clarity I will post the before and after of what I'm talking about with my vigor.
NOW:
battle speed - 305.85
Bar% / tick - 21.41
# of ticks - 4.67
Efficient:
battle speed - 285.85
Bar% / tick - 20.009
# of ticks - 4.997
Perfect work, probably reddit post about golden speed of popular [siege defence] monsters existing?
28:36 I recall xandro explaining why that's the case on a reddit post, I may be wrong though. so why not just contact him and find out ?? 🤔
Sadly I think an official answer won’t be given to us by Com2us and if you want to know it you have to do these calculations and see if the % tick is rounded at some point or not. 28:36
Amazing video!
I do have a question about Oracles - I've heard that it's optimal to have Seara at 244 speed. This is probably tied to their skill 1 getting atk bar, but why exactly is it 244? Is it with her speed lead or without, or better yet - is this even a correct assumption?
I've heard a few people say these optimal speeds before as well and honestly, I'm not too sure why. I tried looking up a Reddit post or something on the subject, but no luck. I did find a couple comments on random posts that say which speeds you want without any explanation as to why. A comment in this post says you want 223 or 244 which I'm assuming means +123 or +144 not total battle speed. (www.reddit.com/r/summonerswar/comments/kk7w46/wich_seara_build_is_better_both_vio_will/) A comment in this post says +155 which may be referring to RTA where the breakpoints are different (www.reddit.com/r/summonerswar/comments/f0f3bk/critique_this_seara/). Also, I would almost certainly go with the assumption that anytime anyone is talking about Seara speeds, they're considering her speed lead since you'll be using that 99/100 times.
I will say when I do the math myself, a +123 Seara (for PVE) has a battle speed of 262. It takes 6 ticks to get to a full atk bar (of 110.04%). If it does s1 with max cr, it will get to 45%+18.34%=63.34% at the next tick. It will then take 2 more ticks to get to 100.02%. So essentially, it will take 3 ticks to get to 100% atk bar after using s1. Looking at +144 (283 battle speed) there is a similar effect: 6 ticks to get to 118.86% atk bar. After using s1, it'll take 3 more ticks to get to a full atk bar of 104.43%.
That said, if you rune a 100cr Oracle at the 286 (+147) breakpoint, it will take 5 ticks to get to 100% originally. Then again, 3 ticks to get to 105.06% atk bar. So, I don't see why those speeds are more optimal than runeing them at 286 - except for maybe those speeds are more reasonable since Seara in particular is so stat hungry. You could slow her down to one of those speeds to pack on more HP, DEF, ATK, ACC, etc.
Sorry, for the late response, Been busy irl and wanted to give a good answer cuz it's a good question.
@@benthepants It's all good so long as I receive a reply! :]
But yeah, I tried to look into it and couldn't understand why it was +144, but then the information was from Makeitabud which I thought was very reliable, just couldn't figure out why that was the magic number.
This is the picture that started it all for me - media.discordapp.net/attachments/504337824523485206/849991468117655572/unknown.png
A little late thinking of when the video was uploaded, but how do you take attackbar boosters into said comparisment when speed tuning? in the work of creating a leah team with eshir as an atb and struggling with figuring out what speed tuning. (got swop, but its not really taking attackbar boost into consideration)
I realize I'm responding to an old comment on an old video, but maybe this fits what you were looking for: docs.google.com/spreadsheets/d/1Nl6LETS2cl0pjPY0ZWjA7tZ2aozyd6qx3cO4NyJ0P6A/edit?usp=sharing
I only just made this, open to feedback and suggestions.
hmm,
swop does take atk bar into consideration
in the speed tuning section
late response but hopefully u have it all figured out by nw
I want this spreadsheet but it is all messed up you should only allow it to download and than edit
So I did some testing on siege def. I tried 287 unit (tick 5)and 284 unit( tick 6). But tick 5unit never laps the tick6 unit. Can you explain why this happens?
Why does my friends unit go first at the start if a fight when my unit has like 70 it 80 more speed? Weve looked at everything and cant find why it would be happening, hes been playing for only a couple days so they dont even have a tower, no speed lead or artifacts but their whole team is going before mine almost when my unit is definitely faster on paper.
Are you doing this in RTA?
I'm not sure, but there's likely an explanation. Can you give more details? What monsters are being used, what are their speeds, and where are y'all testing this?