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Summoners War Rune Slot 3

4/1/2022

Welcome to the Guide for Runes Power-Up Success Rate and Mana Expenditure to +3, +6, +9, +12 and +15.

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  • Since the main effects of slot 2,4 and 6 runes can be either flat or percentage, while slot 1,3 and 5 can only be flat, it is advised to prioritize slot 2,4 and 6 runes. In addition, Runes also possess several secondary effects or properties, called sub-stats, which also take the form of Stat + X or Stat +%.

Nemesis runes:-5. with 3+ strong subs -6. with 2+ strong subs -Look for HP and Speed subs. Will: Speed subs! If the rune is great I'll keep but mainly looking for Speed subs here. Shield, Vamp:-Must be 6. Orange or very good Purple runes, may keep 5. too. Endure, Guard:-Keep if great rune, mainly looking for HP and Defense subs. Spins: 20 on registration, 180 Summoners War Slot 4 after deposit, winnings given as bonus funds, 20x wagering. Spins and bonus wagering on age of the gods games only. Welcome bonus: £20 min deposit, max bonus £100, wagering 40x. Game weighting applies. Betting Summoners War Slot 4 limits: slots – £5 all other games – 10% of bonus amount.

In Beathem, we performed a detailed analysis using 1800 iterations in order to determine the chances of success when powering up runes of different grades. The results will allow to Summoners War gamers to understand better the effort needed for powering up runes up to +15.

Pre-Information

All the calculations displayed below are based in a statistical analysis and is attached to statistical errors based in the sample of the data, and therefore, confidence intervals will determine the quality of the analysis. The following points are important to be considered:

  • Analysis includes different runes grades (3*, 4*, 5* and 6*), but low grade runes are not included (1* and 2*).
  • The sample of the data is an important factor, and therefore the numbers calculated below are only an approximation. Even if the data is 100% reliable, it doesn’t mean that the outputs are gonna perform equal for each player. Summoners War is a RNG based game and therefore luck and/or probability will be always a factor to be considered.
  • The results will be updated every time we will gather 1000 new iterations.
  • Rare, Hero and Legend runes have been considered to not influence in the success rate.

What will you find in this guide?

  • The Mana Cost of upgrading each grade rune one level.
  • Probability of Success when powering-up runes.
  • Average Mana Cost for power-up a rune up to certain level (total, fractioned and in intervals of 3).
  • Data sample size used for each probability.
  • Total Mana used to perform the analysis.

What will you not find in this guide?

In this guide you will not find the types of runes or the performance of each of them. You will not find if it worth to upgrade runes to +15 for different grades because this is only based in the player own criteria.

This guide is deterministic, quantitative and objective and does not include any personal opinions or thoughts. Thus, can be used as a reference point for any further guide or more complex analysis.

Probability of Success when Powering-Up Runes

The table below shows the probability of success when powering-up runes (experiment has been performed without using power-up stones). Note that 1* and 2* runes are not included due to the low performance of these runes.

Table with the sample of the data is included. On this way, the reader can have an idea of the scope of the analysis and decide by his/her own criteria if the probability is close enough to a real case.

Summoners War Rune Builds

It is easy to realise that for cases like “Probability to +13” for “4* Rune” the probability is 0%, meaning that the sample of the data is not big enough to give a result with acceptable confidence intervals, and therefore, more data need to be gathered for further analysis.

Average Mana Cost

In order to determine the Average Mana Cost based in the previous table results, it is needed to include the mana cost for powering-up runes (see below).

The next step is to calculate the average mana needed. In Beathem, we believe that the best way of present these results is dividing in two groups:

  • Average Mana needed starting from +0 (first table).
  • Average Mana needed fractioned in groups of 3 levels (second table).

The equations used in these mana predictions are very simple and consider the mana cost and the probability of success.

For example:

“Average Mana needed from +3 to +6” = [(Mana Cost to +4) / (Probability to +4)] + [(Mana Cost to +5) / (Probability to +5)] + [(Mana Cost to +4) / (Probability to +5)]

Summoners War Best Rune Setup

Applying the equation for 3* runes we get the following:

“Average Mana needed from +3 to +6” = (1075 / 0.85) + (1425 /0.55) + (1875 / 0.69) = 6,586 Mana

Data Sample Size and Total Mana Used for Analysis

The data sample size is included in the table below. A total of 1801 iterations have been performed. The sample size is intended to be increased and updated as more iterations are performed.

The total mana used in order to perform the previous analysis is included as well in the table below.

A total of 15,264,000 mana has been used for this analysis. On this way is easier to see the effort performed for the develop of this Summoners War Guide.

Future Work

  • Include more iterations in order to reduce the confidence intervals in the predictions.
  • Include 1* and 2* runes for the use of new Summoners War players.
  • Include the rarity of the rune and perform an analysis to see if it affects to the success rate.

This guide finish here. We hope the above information is useful and can be applied for as many players as possible.

Summoners war rune slot 3.2

* If you have any comment or input for this guide base we encourage you to leave a comment in the comment box below.

Summoners War Attacker Runes Guide by K1

Introduction

Greetings and welcome. I am K, and I have been playing Summoners War, 100% F2P, since August 2014. While I may not be a top ranking player or a particularly renowned figure, from time to time I do take some enjoyment in playing around with this analytical stuff. The purpose of this guide is to analyze and determine the best set of runes for a standard damage dealing attack monster. We will be looking at the average damage produced by 12 combinations of runes in 2 different grades. Please be aware that certain arbitrary values will be used to simulate realistic builds and situations. The keyword to remember is “reasonable”. Obviously there are some variables that need to be omitted, because they are either too situational or uncontrollable. Let us begin our quest to end this debate.

Stats and Runes

For the purpose of this analysis, we will use a hypothetical monster with 845 base ATK, and the standard starting CR and CD of 15% and 50% respectively. Why 845? 845 is exactly 2/3 of the way up from the lowest base ATK and the highest base ATK in the game. This is the standard I will use for a “pretty good 6-star attacker”. Further testing indicated it does not actually matter what number we choose for this, as we mostly deal with multipliers.

ATKCRI RateCRI Dmg
84515%50%

We will mainly compare the rune sets Fatal/Blade, Rage/Blade, and Violent/Blade. Note that Violent gives a chance for extra turns with an expected value of about 24.85%. We will also list an “other” set, which are rune sets that don’t affect damage, such as Despair and Vampire. As Blade is less commonly used with “other”, it will be excluded. 3 different runes will be tested in slot 4 for each set: ATK%, CR, CD. For all combinations, ATK% runes will be used in slots 2 and 6. To help accommodate both endgame players and players who are still making their way up, we will run the same calculations using 6☆ runes and 5☆ runes. In addition, we will assign the following extra stats, which covers potential substats and stat buffs from buildings: 70% ATK, 24% CR, 80% CD for 6☆ setups, and 35% ATK, 12% CR, 40% CD for 5☆ setups. These values are proportional with rune set bonuses, and are sufficiently balanced and realistic. The following table summary excludes Fatal and Rage set bonuses and slot 4 stats.

GradeSlot 1Slot 2Slot 6BladeExtras
6☆ATK +160ATK +63%ATK +63%CRI Rate +12%ATK +70%CRI Rate +24%CRI Dmg +80%
5☆ATK +135ATK +51%ATK +51%CRI Rate +12%ATK +35%CRI Rate +12%CRI Dmg +40%

Now, we consolidate the base stats and the rune stats. This will be our starting point.

GradeBase ATKATKATK%CRI RateCRI Dmg
6☆845160196%51%130%
5☆845135137%39%90%

Analysis

Bear in mind that, despite the RNG’s often ridiculous effects, we are mainly comparing averages produced by an infinite number of hits. In the following tables, the highest value under each star grade will be in bold. I feel at this point I should spoil something a lot of you have probably guessed: Violent will technically win in every case we test. However, at the end I will explain why it still may not always be the best in practice despite being mathematically superior to Fatal and Rage. For now, I will also highlight the highest non-Violent value in bold italics.

Test 1 – Standard

6☆5☆
ATKCRCDATKCRCD
Fatal580368016124387043173904
Rage596271856054387145283763
Violent663176416881433347354282
Other481360174841319335613032

The biggest surprise here is the effectiveness of CR in slot 4 regardless of the rune set. Next to Violent/CR, Rage/CR in slot 4 generates the highest output, even though excess CR beyond 100% does absolutely nothing. If you can reach the CR cap without Blade, you have an opportunity to try things like Energy, Focus, or even Revenge.

Test 2 – Attribute Advantage (CR +15%)

Next, let us examine a common yet rarely considered scenario: attribute advantage.

6☆5☆
ATKCRCDATKCRCD
Fatal648368017055425646234470
Rage677771857052437249174389
Violent740876427928476550714903
Other543561215679354038503529

With 24% wasted CR, Violent/CR has surpassed by Violent/CD. Interestingly, Rage/CR still holds runner-up. Since the 5☆ setups do not have any excess CR, Violent/CR and Rage/CR are still the top performers there.

Test 3 – Attribute Advantage + Awakening Bonus (CR +30%)

Best Runes In Summoners War

What if we take it a step further and add another 15% CR as an awakening bonus?

6☆5☆
ATKCRCDATKCRCD
Fatal716468017987464346235036
Rage759171858050487349175014
Violent818676428974519850715523
Other605861216517388640624026

We now have very high starting CR, making slot 4 CR runes obsolete. The marginal benefit of CD has increased, so Violent/CD and Rage/CD lead. At 5☆ though, Fatal/CD compensates for the loss of ATK from both slots 2 and 6. Remember that our beloved and hated Theomars fits this example perfectly, as he has both an awakening CR bonus and attribute advantage against everything. For those of you who use SPD in slot 2, Fatal helps to make up for the lost ATK, but I highly recommend Violent if possible, as it scales better with SPD.

War

Test 4 – Critical Protection (CR/2)

A final scenario we will explore is the unfavorable case of attacking someone with critical protection. Susano, Acasis, Jubelle, Guillaume, Dias, etc. are able to cut your total CR in half. While it may not be problematic enough to justify changing your runes, we will take a look anyway for completion’s sake.

Summoners War Rune Slot 3 Atk

6☆5☆
ATKCRCDATKCRCD
Fatal464648794540336733753169
Rage457849234358322033332950
Violent530954825102377037743476
Other375439763416274227342386

With total CR drastically reduced, CD has also lost much of its power. Despite being half as effective, it seems additional CR still gives the highest return. Violent/CR and Rage/CR are the top picks, as in the first test. For 5☆, Fatal/CR beats Rage/CR just barely, due to the low total CR. Honestly, this worst case scenario is probably not something for which you should spend too much effort to prepare.

Summoners War Best Rune Guide

Conclusion

Summoners War Rune Slot 3 0

As pointed out in the beginning, while Violent setups performed mathematically better in every test, they are not strictly better in every real situation. Yes, in a long enough battle, Violent allows the highest damage over time. However, what if your attacker is not meant for consistent damage output? What if you absolutely needed that one hit to count, and could not leave it to chance? Fatal and Rage help to ensure your Katarina and Lushen make their kills when you need them to.

When choosing the most effective runes for your attackers, there is no single correct answer. There are simply too many variables that affect the outcome. I even skipped glancing hits because I value my sleep more. This guide merely offers a rough idea of what to choose, based on a hypothetical set of reasonably realistic numbers. If your stats are more balanced or more lopsided than the example, you would have to adjust for those differences. To help answer the common question of how to balance ATK and CD at various CR, the following chart illustrates an example that assumes you have a total of 400% you can freely distribute to either ATK or CD.

Thanks to my guildmates for their support and encouragement, especially to Fodder and Norad for contributing their ideas. Extra special thanks to Jerrod for debating with me in guild chat (in your face), and to Miko for keeping the peace. Finally, thank you all for reading. Your questions and feedback have helped a great deal in improving this guide. Good luck, and happy farming!