Monday, September 21, 2015

Comparing Damage of Offensive Actives

This post is aiming to provide a basis for players to make informed decisions about which offensive monsters to place on their teams for different situations.

Here's a table that compares the level of damage (only) that each offensive ability can do in a simulated situation of the monster having 1000 points of damage, and only 7 turns. The comparisons of the chart still apply effectively over increased turns within timed battles and for monsters of different rarities.

[Click to enlarge]

How to read the chart?

Each offensive ability is listed on the left side of the chart. Only monsters that have been won as end of event prizes (Reward monsters with an R in the upper left corner when pictured in your inventory) will have the bonus "+" behind their active for stronger actives.

Each active ability attacks a different number of targets for a different percentage of damage. If you're facing a battle where you know you'll have multiple monsters to face at once, you may be interested in an active like blast or lacerate that targets 5 and 3 monsters respectively.  If you're intending to face a single monster in battle, an ability like snipe will hit one monster for the strongest single hit. (Note: toxic damage appears higher but actually accumulates over multiple turns).

The damage percent shows the percentage that your attack stat will be multiplied by when the active is cast.

Each active has a different number of turns to wait prior to their first activation. They also have a different number of "cooldown" turns before they can be activated again (usually the same or less than the turns for the first activation). Venom and Toxic apply their damage over a number of turns after activation.  These differences can be seen in the "times activated" column.


What else should I take into account when choosing offensive actives?

Each active has other features beyond damage alone to consider:

Snipe and blast are purely damage attack actives.

Crush will do slightly less damage than snipe, but if the target his is of the same element it will be stunned for 3 turns (before activating again and maintaining the stun).

Lacerate and Wound will prevent a monster from healing. (Useful in defensive battles and against the leach of the leaf crystal boss).

Pound will cause a 1 turn stun of all enemies of the same element. (See post about how to use this to defeat the War Hog if you're stuck there).

Venom and Toxic apply a lesser damage (compared to blast and snipe respectively) but over multiple turns for a greater overall damage if enough turns can be played. These actives avoid defensive abilities like shield.

Vampire both attacks and heals for 66% of the damage.

Drain+ isn't listed in the above chart as it's a newer active. It's similar to Vampire but targets only a single monster for a 550% attack, but with the same 66% healing.


How many enemies will I be facing?

  • Regular common/uncommon battles around camp: 3-5
  • Troop hall raids: Some waves have 1 monster, others have 3 or 5
  • Hall raids (around camp locations): 1 monster [If anyone can verify this, please let me know as it's been a while since I've done them]
  • Event raids: Usually 1 monster (very occasionally 2), sometimes there are waves of multiple monsters first (leaf boss raids tend to have these, usually with poison at the final boss).
  • Crystal raids: Four waves of 3 monsters each, followed by a single "major boss" (note that wind crystal is the exception with 2 major bosses at once)
  • Battle Royale: 5 monsters
  • Arena: 5 monsters
  • PvP (player vs player): 5 monsters
  • Celestial towers: 3 monsters in first 2 waves, then alternates with 1 single monster followed by a wave of 5 monsters. (Early levels have less waves). 
  • War Hog and Mortimer in the story line quests: waves of multiple monsters then one single boss. [Please correct me if someone has more recently battled these!]
  • "Daily" bosses found around the first three areas of camp and played once per day: 1 monster


Where can I find a list of actives for other types of monsters?

The BCrank website has a complete and up-to-date list of every active ability in the game and includes the "old actives" that aren't considered here, as well as defensive and healing actives too.

http://bcrank.us/catalog/actives

Friday, September 18, 2015

"How hard is The Lost Temple the first time?"

A special thank you to Jarad M. for asking this question.


It is really challenging, especially in the early days.

Here's a link to the best guide available for the Crystal raids. http://www.battlecampmanual.com/lost-temple/

Our troop started by attempting one Crystal a week - the first Crystal is always the easiest, although it took us a few months before we could beat rock. We'd let everyone know ahead of time so that we had maximum participation. There's a new skill set involved in playing against the danger bars of the major bosses at the end of the raids.

Over time we saw changes in our troop. People started to learn how to play against the different bosses, and saw the benefits of working on mono teams. The best thing for our troop is that our PR's began increasing. Each Crystal raid a few people would gain a full super.

We're now at the point of being able to do 2-3 crystals each week and players are getting close to having enough crystals for second evolutions.

Anticipate that you may fail a few times before your troop begins to beat the first Crystal. Most importantly, set realistic goals - as the guide says, only top troops will be able to finish all of the crystals.

Best wishes and please let me know if I can help in any way!

Thursday, September 17, 2015

Battle Camp Acronyms & Abbreviations

A special thank you to Sean H. for requesting this information! :)

If anyone can think of more acronymns or abbreviations from the game, or Battle Camp Global, please add them in the comments below.


LT = Lost Temple, usually referring to Crystal raids
BR = Battle Royale event
TW = Troop Wars event
CT = Celestial Towers event
Dom/Domi = Dominion event

evo = evolution
sevo = second evolution
PE = perfect evolution (everything was maxed prior to evolving)

"Feeder" = a monster not considered to be good by most. Usually used for passive leveling or as a "feeder monster" within an evolution (the one that doesn't exist afterwards)

T1/T2/T3/T4 - a representation of the tier trading chart. (Tier 1 being the best type of monsters in the game)

LF = "looking for", used in trading posts

PM = private message

Lots of the monsters have shortened nicknames as well

Mono team = team made up of monsters of only one element (e.g. A fire team)
Rainbow team = team with one monster from each element

IGN = in game name (your username)
PR = power rating

R - usually relates to a reward monster (given as a prize during events)
E - usually relates to an event monster (can be spun during events and has an extra bonus in an event)

Leecher - someone in a troop who isn't doing their share of the work and is trying to get easy prizes from the work of others

Farming - collecting resources. This can be doing regular monster battles to collect uncommons/commons for feeding up monsters, rares for passive leveling or hoping to find specials. In some events (CT, Arena and raid events) there are items to collect in order to start the main raids - the process of collecting these can also be referred to as farming

Mobs - monsters

BC - Battle Camp

BCrank - website used for offering and negotiating trades, or checking on a player's event history

PvP - player vs player
TvT - troop vs troop (a feature of some events)

PvE - player vs event. Used to refer to monsters that are best used during events, in contrast to the more defensive monsters used for player vs player. (Thank you Julio C. for this contribution!)

Alt - alternative account. Some people have more than one account, a main strong one and an "alt" that does a lot of the farming

dmg - damage

FB - Facebook
Line - a chat app used by many troops for easier communication

Pet - referring to the troop pet

Spender - someone who buys things in the game (energy, spins, etc).

SS - screenshot

PDT/PST - timezone of battle camp offices, and the standard when discussing times in the game

Pandi - short for Pandiamondium, the last battle within the Crystal sequence

Potent/charged/energized - a way of referring to specials by their feeding boost (2x, 3x, 5x)

Up - a very short message of the word "up" with the intent of boosting a post *up* to the top of the facebook page so that it gets seen by more people. (Something BC Global has asked us to stop doing - try posting a message with slightly more content instead)


Raid - a big battle that your troop has to defeat together. They usually run over a period of 8 hours (for events, but the times for Crystal raids vary). If your combined individual attacks from your troop haven't defeated the raid by then, you're considered to have lost it. There are sometimes "waves" of monsters, but always leading to a main "boss" - that's the difficult one to defeat, and sometimes has danger bars to worry about.

From Steven9853:
2:1, 3:1, 4:1, X:1 (X representing any number) - used in trades, it describes how many monsters from one person are being traded to another person. For example, trading multiple supers for 1 ultra monster, and vice versa, is very common practice

Sunday, September 13, 2015

Why don't boosters double my attack?

The bonuses applied to the base attack (or health/recovery) stat are all additive, not multiplicative as most of us intuitively assume.

Using Dominion as an example: An event super may have 600% bonus, 55% bonus from lethal, 15% bonus from your zodiac leveling, 25% bonus from the zodiac boost on a tower and 100% if you activate a booster. The total bonus applied to the base attack stat then becomes 795%.

The booster doesn't double all the other bonuses unfortunately.

More details are available below in the screenshot taken from Pennypop's help page.

[Click image to enlarge]