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Topic ClosedDiplo rank exploit?

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dunnoob View Drop Down
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Direct Link To This Post Topic: Diplo rank exploit?
    Posted: 14 Oct 2012 at 03:30
Two T1 thieves from Grapevine die at fight for your right 0520Z.  There are 250 charges left.  I'll update this post with the outcome.  All my consulates are seriously worried, if the result is 248 instead of 249 heads will roll again as in spring, when the last case of "inactive" turned out to be "not very active"Embarrassed

Update, results:

Ward of Destruction triggered at fight for your right, 248 charges remain.

The heads of consulates in six towns were found guilty of high treason:  Estimated 10K missions instead of 25, at an average cost of 12 seconds per mission (click + type 1 + click) over mobile or poor bandwidth, for a total damage of 120K seconds in a serious war game, where player time is the most valuable resource.  Thumbs Down





Edited by dunnoob - 14 Oct 2012 at 23:19
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Direct Link To This Post Posted: 14 Oct 2012 at 03:18
It's not a theory dunnoob, it is a fact proven repeatedly by my experience.  You can prove it to yourself by sending 2 thieves from one of your cities to another.
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Direct Link To This Post Posted: 14 Oct 2012 at 03:03
You send two to me, or I send two to you.  If your theory holds that reduces the number of charges by two. Smile
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Direct Link To This Post Posted: 14 Oct 2012 at 03:01
I promise, it works the way I've described it -- and I have plenty of experience being diplo'd, plus a little experience sending my own.
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Direct Link To This Post Posted: 14 Oct 2012 at 02:55
The text for 500 charges (example) is slightly confusing: <quote>

When triggered, the ward of destruction smites foes with a great thunderclap, leaving up to 250 of their charred carcasses strewn outside your city gates. Scouts & Spies are unaffacted by this rune, as their intentions are not specifically hostile.

The power provided by your Runemasters Groundings adds +100% to this Rune's initial effectiveness. Your Charges Left number may be less than the total charges when you cast this Rune, if it has subsequently been activated by inbound hostiles.

</quote> Up to 250 plus 100% = 500 dead per charge.  Each of the 500 charges kills 1..500 foes.  One T1 thief can trigger a charge, that's the minimal number of dead thieves to get rid of a single charge at all.




Edited by dunnoob - 14 Oct 2012 at 02:58
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Direct Link To This Post Posted: 14 Oct 2012 at 02:51
Or for example you could send two missions of 300 thieves each.  First mission, 300 thieves would be killed by the rune.  Second mission, 100 thieves would be killed by the rune, 200 thieves would steal your stuff (if not caught by defending thieves).
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Direct Link To This Post Posted: 14 Oct 2012 at 02:40
In the parlance of runes, 1 "Charge" = 1 Dead Unit.  Every time.  No matter whether the units are sent all in one mission or in many missions.  "Charge" does NOT equal number of times the rune can be used.

if you send 400 missions with 400 thieves, you end up with 400 dead thieves from the first mission and 399 missions with varying levels of success.  None of the 399 missions after the first one would be affected by the rune.  (Assuming the original rune is a Ward of Intentions with no runemaster's ground and player is inactive and/or is not putting the rune back up or it is in cooldown.)
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Direct Link To This Post Posted: 14 Oct 2012 at 02:24
No, each charge in its initial state kills up to 400 thieves.  If you send 400 missions with 400 thieves you end up with a depleted ward of intentions and 16K dead thieves.  

It's slightly more complex with a Runemasters' Grounding:  For, say, level 16, you'd get 720 charges at the time when you cast the ward of intentions, and each charge kills up to 720 thieves.  If you later upgrade or demolish the Runemasters' Grounding the number of unused charges stays as is, but the number of killed thieves is determined by the current level.  You can build level 20 for 800 charges, cast the ward, and then completely demolish the building, back to 400 dead thieves per charge.  It's listed in the wiki, but apparently inactive players rarely bothered to get more than 400 charges.


Edited by dunnoob - 14 Oct 2012 at 02:29
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Direct Link To This Post Posted: 14 Oct 2012 at 02:08
Each charge represents one dead diplo.  So if you send 400 individual thieves, that depletes 400 charges.  If you send 400 thieves in one pack, that depletes 400 charges.

It is true that it makes more sense to send t1 than t2 to deplete the runes, but I don't get what you're saying about sending them individually.
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Direct Link To This Post Posted: 14 Oct 2012 at 01:43
400 charges can be depleted by 400 dead thieves sent individually.  Sent as a "horde" they'd also die, but 399 charges remain.   Diplo specialists could just send, say, 5K T2, and train 400 new T2.   I can't afford that, upkeep, saddles, extra building, and most of the time no interesting targets within 200 squares.
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