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Ecaflip Guide (Copied from NA)
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February 17, 2012, 11:39:30 |
#1
Ecaflip Guide (Copied from NA)
Crazy Random Damage, with high points and low points. Relies on God Ecaflip card to push big numbers. First off, let me start with this. Back Ecaflip was when originally randomized were implemented and the Earth upon skills and unlocking of said skill creation, most of the skills had some use, roulette and Shi-fu-save miaow (Also known as Battle) Which were quite worthless. All-in-tree and Jackpot were the kings of the Earth until they were nerfed, and even Lottery had its place. (Jackpot got a large damage reduction, when it scaled at about 1 damage per skill level, All-in did not used to have a 50% cap on doubling its damage per AP. Lottery did great damage, but WP is used.)
Afterwards switched to using people skills, along with other earth Double or Quits (when it was added) to get off a good bit of damage. For the most part, the more useless of the skills back into the game make an appearance, in the "new" earth tree.
Heads or Tails -
One of the aforementioned skills useless. The main reason is it's useless because its damage is reduced by earth resistance, but its is not healing. Meaning on enemies with high earth to resist its use quite a useless skill, as you'd Most Likely to be over-healing or breaking even. From What I've seen, this has not changed, as when used on high earth mobs resist it still does the same thing. The main reason I feel that Ankama decided to include this on the new Ecaflip is unique because of its popularity in dofus. The skill in Dofus Allies included a mechanic for more than that Caused it to heal damaged if it were put lots of points in Strength. That mechanic is NOT present in the current incarnation of Wakfu, and it shows. Still largely useless. I would not bother with it unless you just need to waste some AP. And even then you'd be better off using loaded dice Most Likely to attempt to increase your damage by a lucky 30-50%. At least Loaded with dice that you can increase the damage of Most Likely next big All-in that you're going to use. The only fathomable reason to use this skill comes in when paired with the passive skill Ecaflip's Tarot. The damage is doubled when its used, so it can be used a total of three times, each time for double damage. (With 0% elemental mastery at level 100, that's 66-132 damage, healing and 9-27. With its about 100% damage, 132-264. At 3 AP with a max of 44HP damage with an average of 27 at level 11 its a pretty bad skill.
All-in -
Probably the current best skill tree that was chosen in the earth. Uses the remaining AP you have left to throw at an enemy damage per AP. Great skill. Great damage. The only thing holding it back a little bit is the 50% chance to double damage. Most of you'll be using when this skill is at full AP, so the critical does not help out as much as you might think. The stun is nice when you have God if you feel like betting on All Ecaflip in to stun the enemy to get you an extra turn. If you have only left 1AP GOTO this is your skill. At level 100 with about 6 AP deals 78 damage to it. Quite good for a skill with variable AP. Loaded Dice to increase after great damage if used.
Battle-
Another of the aforementioned useless skills, suffers from the same issues as does the Double or Quits. The bad thing is it completely wastes a third of the time the AP, and healing to your opponent. The only redeeming factor is its God Ecaflip effect has this skill, which heals you for the total damage dealt. Out of the three casts, average damage at level 11 is 74 points. 40 twice and the six healed on the third, provided that you get two hits and a miss.
All or Nothing -
It's a great skill to use when you've only got left 2AP. Keep rolling that damage. Though the damage if it is your turn ends with Comparable to using all of the remaining AP. Though you're guaranteed 30 damage at level 100 at least. When used with the skill costs Ecaflip God AP NO. So you're gonna be using your turn at the end of THIS skill. And if you gain 2AP? More AP for All-in or Craps.
Three cards -
A semi-useful skill, will damage the target and can either give you 1AP, Heal your target, or lower its resistance to earth skills. Does a good bit of damage for the 4AP, but requires the three cells adjacent to your character wont appear to be open or else the cards. If you combo you can get the 1AP Loaded Dice to get ready for an all-in the next round. A good skill to use in any situation if you not are ranged Fire.
Consistently mid-range to high-range damage, based on Winning Streak So far the Fire tree is the best I've seen so far, as far as damage is concerned. Die Ecaflips when combined with the damage, the primary passive skill for the fire tree, is quite substantial. For each stack of Winning streak you have, your critical hit chance is increased by 1%. Quite substantial indeed. I'll explain here: D-Six - Call it what you want, but its pretty much the same skill as 6-2-1. You roll a die, and if you get a die is rolled for another six additional damage equal to half of the total damage. If you roll a six it adds to your Winning Streak, if you roll a one, it reduces your Winning Streak. It costs 4AP, and it has a 16% chance to do additional damage. At level 48 it does 100 damage. I think it's kind of weak compared to Craps myself. But it works well in unison with Crapsability as a follow-up. If you add an extra effect in the damage it does in an average of about 52 turns of use 6.Winning a lot of benefits from a higher streak. Loaded Dice - This skill works as a good primer for another skill. If used at the end of the turn it will either raise or lower the damage of the next ability used. It costs 3AP, 38HP for a 3AP skill does. Far better than both Battle and Heads or Tails. It can boost the next skill by up to 50%, or lower it, depending on the die rolled. 4, 5, or 6 Winning streak by 3 and increase your damage will increase by 30-50%. 1, 2, or 3 will reduce your damage abilities next to your winning streak by 3 and lower by 30-50%. The downside to this skill is that it does not benefit as much as other fire skills by a winning streak. Craps- This skill is beautiful. I myself consider it the bread and butter of the fire tree. It costs 2AP and it has a small chance of doing damage, or a very large chance of doing damage. The chance itself is actually equal to 6/36, or ~ 16%, the same chance of you rolling a seven on two six sided die. Frightened, because of its smaller chance that the AP cost to get its Easier to occur. Its also a good skill for Increasing Your Winning streak with little-to-no risk. The chance of you rolling a two with two six sided die is 1/36 or 2.7%, while the chance of rolling a 7 is 6/36. At max level it does on a non-loving 18HP, and 54HP on a seven. Or a total average damage for 24 2AP. So it does 6AP with an average of 72 damage. Quite nice indeed. Double the fun by using double or quits on the non-sevens to increase the damage. Die Alright - Another good skill tree from the makers of Fire. For an average of 76 6AP it does on a ten-crit damage. It has a very low risk to your Winning streak increase. It has a 16% chance of Increasing Your Winning streak by 8 Quite substantial indeed. This really shines when your skill is high Winning streak. Usually above 50 it is the time to start using. On a critical amount of damage the skill does a magnificent. For it does 6AP 113HP damage on a crit. And if an enemy it hits the critical skill deals 30% of the total damage to all other enemies on the map. Quite substantial indeed.. Dice Roulette - This skill is better than the old roulette in its current incarnation, but not by much. It costs 5AP, when it heals it Removes an enemy from the Winning streak 3, if it hits an enemy, it increases the Winning streak by 3 The best time to use this skill is when you're surrounded, and only when your winning streak is high. If you use it when it criticals take only damage the cells around the center, which further increases your streak. It also ignores the center cell when it hits critical. If there's one enemy and your streak is high, Die Alright use. Otherwise, use this. Low to Mid-damage the tree, Focusing on Survivability and HP Vampirism ovarian damage Coming Soon (Or just look at an old guide, not much has really changed here.) Double or Quits - This skill is best used after an Earth or a Fire ability. If you have a high Winning streak when used you can multiply the critical hit, doing massive amounts of damage. A critical hit does 113 damage on a Die already.Double or Quits With a maxed out it does damage or heals 282 damage for 113 .. But you have to decide when is the right time to use it. That's the main issue with the ability itself. If used at inopportune moments Reversing all your damage and you'll end up prolonging the combat. It's best used when doubling the damage will kill your target, or with abilities that can hit low or high on the low hits to increase damage. Seven out of three hits and two *** s if one do not, and you double both of the misses, you'll Most Likely to heal on one, and deal extra damage on the second. It has no cost, so use it when you feel best. Feline Leap - This skill is solely for the Water tree. Increases total damage by 50% for one round. The percentage itself is multiplicative, so if you use it multiple times, the effect stacks. Good for escaping from close range with Paws Off does not activate when the water tree. Costs 2AP. If you have already Fleahopper Flea Love to inflict damage on the target you can use. This one does not serve much purpose other than the lock escaping. Water just does not have the damaging abilities worth multiplying in my opinion. Black Bow Meow - This skill randomly chooses a target and Applies either a critical hit bonus of Level x 2% to the target, the same amount of penalty or a critical failure. Quite worthless at any level. A complete waste of WP. Actual damage, it might be worth it if they did .. but they do not. And they will not live long enough to inconvenience anything. Likely to harm as they are just as they're to help you. My advice? Put points in something else. Roll Again - Now here's an interesting concept. You can draw another card or roll another die Depending on Definition of points in the passive skills you have. It always costs 1 WP, and increases your damage for each use. You can choose to use all your WP in one round, but its not recommended. The card effects stack if you use them during the round. Cat Tree - Another worthless skill. Let me explain why. It costs 2 WP, ends when the chance Disappears, and if the healing effect when you have a streak of Winning Cat tree activates, it consumes you have any active stacks of Winning streaks. Meaning if you have 50 stacks of Winning streak, You'll have a chance of getting healed 100% on your next round, but only a 50% chance of evading the next attack. So while you will get healed .. before .. you'll probably get hit and the damage will be doubled on the next hit. I would not use this unless you're absolutely going to die on the next round if you do not use it. Ignore it. Investing is not worth it because the WP is not returned in the points when you step off of the tree. Ecaflip's Tarot - I've written a full guide up for each of the cards on another thread, located here: Click here But theres a new surprise in store for new players. The Ouginak to Ecaflip combo no longer kills you, it only lowers you to 1HP. A small improvement, but an improvement nonetheless. This skill is worth it for the card effects, but its also worth it for the additional effects for earth spells tree. Combine this with Roll Again and you've got a recipe for excess. Ecaflip Die - Now this is the highlight of the class now. Absolutely no negative penalties. Your Winning streak can not go below 0, so you can not from the ability to have a chance of critical failure. At max level it can push you up from 0% to 20% critical hit in a single round of pre-roll. Roll Again You can use if you push it from 20% up to 100% in a single round .. if you're lucky. This ability is good on ANY Ecaflip build. Since there are no negative ramifications for putting points in it, and it can only go to zero or even higher benefits from the water Ecaflip Die tree. Ecaflip Precision - Another good on ANY grand build ability. Has a 40% chance at max level to deal damage to +30% +500% damage from anywhere. Its passive, so it works behind the scenes. Great for Boosting up the abysmal tree damage from the water and getting in some additional healing on those abilities. Also good for Boosting base damage for any of the low-earth or fire damage abilities as well. Also activates on critical hits, so even more damage. Can you imagine hitting a critical hit max level Boosted +500%, +50% Loaded Die, Die Alright +192% with Roll again? That's a total of +742% additional damage. If you combine that with the 113 damage that already deals Die Alright, that's a total of 838 damage. Jesus. Here's a list of the possible bonuses, along with the damage percentages for the body-parts that are hit: Body Part / Damage Boost Limb Shot / +30% Body Shot / +50% Head Shot / +90% Brain Shot / +500% Flealine Army - A Must Have for any Water / Hybrid-water build. Increases the damage and healing spells of water, also has a 20% chance of applying a fire or earth Flea Love spell to use when you hit an enemy. Self explanatory really, quite an awesome choice for any water / water hybrid build. This will normally be your first pick, as it makes for very easy soloing taking. With proper usage of water you should never have less than abilities max HP Unless facing multiple opponents. Paws Off - Good for any type of Ecaflip, especially Water. Has a 30% chance to push away any enemy walking into an adjacent cell, tacking on a +25% crit debuff failures in the process. It also has a chance to activate when an ability is activated on the Ecaflip. Calculated damage is if someone hits you after Meaning there's a chance of them being pushed and taken away. It also turns you towards the attacker, which lowers the chance of a potential backstabbing, though sometimes it leaves you open in the other direction. If the enemy steps into an adjacent space it can activate more than once again, multiplying the number of failures up 25% to 50%. Quite good indeed. Tarots: Ecaflips Tarot: A Comprehensive Guide Ecaflip's Tarot is a passive ability gained by and Ecaflip at 5 points per ability level, acquiring it * Allows you to grab a card from a deck every round to gain one of many special effects, the effects are listed below. A higher level of the ability decreases your chances of getting a -1 +1 card and increases your chances of drawing a card, while a lower level means you'll draw, -1 / +0 cards more frequently. If you're wondering whether or not to take the ability itself, take a look below at some of the effects, and see if you're comfortable with taking the good .. along with the bad! At level 20, you have a very good chance of drawing a positive effect as opposed to a negative one, if I had to measure it based on experience, I'd say its 70% in the Ecaflip's favor. Around level 10, I'd say its closer to 60%. At level 1, your chances of drawing a negative card are 50% / 50%. The lower your level, the more you are Likely to pull Ougi to Eca and die. The higher level you are you are the more Likely to draw God Ecaflip, which increases your chances of getting Ecaflip's Paw. Looser as you level up, gain more power to your cards, and if you've ever seen two Kitikazes destroy an enemy for 300 damage in a round, the ability itself is quite good. +1 - If The God Ouginak drawn prior to the card, you gain the Ecaflip's Paw state, upon which revives you dying with 50% of your health. +0 - This card gives +3 AP when you drawn -1 - If this card is drawn after 'The God Ouginak card, you die Immediately. +1 - After The God Ecaflip If drawn, No AP state is lost and you gain the Ecaflip's Paw, which revives upon you dying with 50% of your health. +0 - This card takes away drawn when 3AP -1 - If The God Ecaflip drawn before, you'll lose 3AP. The God Ecaflip If you draw the next round, you die Immediately. Wheel of Fortune +1 - If drawn, the character gains a +80% boost to critical hits. +0 - If drawn, the character gains a +5% / +50% (Every 2 levels is +5%) boost to critical hits. -1 - If drawn the enemy party gains a +5% / +50% (Every 2 levels is +5%) boost to critical hits. The Croquette +1 - The +1 version of this card heals your party members for 1d20% of their health +0 - The +0 version of this card heals your party and your enemies for 1d20% of their health -1 - The -1 version of this card 1d20% of your health and heals you for damages to your enemies Ecaflip's crawlies +1 - If the character gets drawn back half of his round that damage as HP healed. +0 - If drawn, the character gets back 5% / 30% (based on level) healed round that of his damage as HP. -1 - If drawn, the Ecaflip deals 80% damage during that round and takes 20% of the damage dealt from all health. Black Bow Meow +1 - If drawn, the enemy gains a 50% chance of critical failures party. +0 - If drawn, the character gains a 20% chance of critical failures. -1 - If drawn, the character gains a 60% chance of critical failures. Hairy Moon +1 - If drawn, a Kitikaze spawns under the control characters. This has kitikaze 5MP and deals 1% -15% (based on level) of the targets as health damage. +0 - If drawn, a Kitikaze that spawns under AI control has a chance of attacking a random enemy or ally for 1% -15% (based on level) of their health as damage. -1 - If the user drawn a Kitikaze spawns and attacks, dealing 1% -15% (based on level) of their health as damage. Hairy Hermit +1 - If drawn, the character gains +5 MP and +100% resist. +0 - If drawn, the character loses 2MP. -1 - If drawn, the character is bound and gains -50% resist. Meowtyrdom +1 - If drawn, the character loses 5% of their health. +0 - If drawn, the character loses 10% of their health. -1 - If drawn, the character loses 20% of their health. Fickle dice +1 - If drawn, the characters in your party gain +40-100% damage, and the characters gain +0-60% damage on the enemy team. +0 - If drawn, the characters in your party gain 1-100% damage, and the characters gain 1-100% damage on the enemy team. -1 - If drawn, the characters in your party gain +0-60% damage, and the characters gain +40-100% damage on the enemy team. This post has been edited by AihanK - February 17, 2012, 11:49:43. |
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February 17, 2012, 12:34:45 |
#2
The english is atrocious. While I can get the gist of it, the guide is hard to read. Besides, the link in the Écaflip's Tarot section seems to lead to a phishing site
Besides, the section on the Tarot cards seems to be slightly outdated since it still mentions the instant-death effect of Ouginak -> Ecaflip. This post has been edited by Ranko-Saotome - February 17, 2012, 12:40:06. |
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February 17, 2012, 15:40:14 |
#3
The english is atrocious. While I can get the gist of it, the guide is hard to read. Besides, the link in the Écaflip's Tarot section seems to lead to a phishing site
Besides, the section on the Tarot cards seems to be slightly outdated since it still mentions the instant-death effect of Ouginak -> Ecaflip. So? As i said in title i just copied it. The link is for the NA forums. I just copied the old Tarot thread too. So people don t have to seek it. Some people doesn't deserve good things. |
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February 17, 2012, 18:26:13 |
#4
The english is atrocious. While I can get the gist of it, the guide is hard to read. Besides, the link in the Écaflip's Tarot section seems to lead to a phishing site
Besides, the section on the Tarot cards seems to be slightly outdated since it still mentions the instant-death effect of Ouginak -> Ecaflip. So? As i said in title i just copied it. The link is for the NA forums. I just copied the old Tarot thread too. So people don t have to seek it. Some people doesn't deserve good things. You know, instead of writing posts to grumble that people don't appreciate your inaccurate and badly-translated guide, you could just.... fix the guide. For example, the Tarot Card section is not only badly worded and out-of-date, it contradicts itself, saying in two separate spots that drawing the Ouginak Card before the Ecaflip Card is very good and that it's very bad. (For the record, it's very bad) And the link is not for the NA forums, the link goes through Google Translate, with half the original URL replaced by the words "Click here", utterly ruining the link. (It's not actually a phishing site, but that's what the forums do to a link format that it doesn't recognize. The forums do not do nice things to complex links, like that one) I mean, yeah, thanks for posting a guide, but don't expect accolades for posting one that's full of "This guy are sick! I, Ecaflip, will knock you all down, you spoony bard!" writing. |
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