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PELIAS
27.07.18, 17:20
Would it be possible to either be able to buy more tavern generals and/or increase the combat time of the MoD or maybe take away his combat skills to increase combat time.

I am in two minds whether or not to buy the MoD as I have heard that his blocks can fail due to his shorter combat time. I have also completed battle sims using the MoD against tavern generals and the MoD is terrible at blocks compared to the tavern gens.

I would consider buying an MoD if he truly was a master of defence.

Madorosu
27.07.18, 18:49
MoD is very situational when it comes to blocks. Even with his 10 second combat round time it is possible to increase the number of rounds to twice that of a blocking tavern general, meaning his blocks last just as long. Other blocks you can't quite last as long as a tavern general, but still long enough to take out the leader. I have even found a few blocks where he will last significantly longer than a tavern general.

What you can't do with him, however, is just give him the same troops as a guide lists for a tavern general and expect the block to work. There are plenty of guides out there that give troop allocations for MoD blocking. I suggest looking here (https://forum.thesettlersonline.com/threads/32924-Lulu-s-MOD-gen-as-block-Guides) for starters.

cliff60
27.07.18, 19:04
MoD uses less troops on blocks than tavern gens do. So u need to adjust the troops u send.

Using the guides the MoD doesnt realy get used much anyway. mainly on the arabian nights addy where u will need 2 of them for some blocks. young woodcutter has the option on blocks to use tavern gens or MoD with diff troop amounts on them to use. Where the MOD is better is his hit points. he lasts a lot longer in combat than a tavern gen does hence why u need less troops with him.
Ive had blocks fail every time using tavern gens but the same block with MoD worked every time.
Tavern gen only has 1 hit point while the MoD has 5,000 hit points.

Only put 1st aid and jog skills on the MoD as other skills will cause blocks to fail as combat will be over faster. Same is true with any gens u use for blocks. dont put any skills on the blocking gens that will increase their attack damage or reduce the time of each round.

Blocks ive had fail with a tavern gen the battle only went 3 rounds but with the MoD they go for about 15 rounds.

Dorotheus
27.07.18, 20:04
What I find myself wondering is where are you needing more than 6 taverns for, if you could tell us maybe somebody will be able to offer up a useful alternative you can use.

PELIAS
28.07.18, 10:47
What I find myself wondering is where are you needing more than 6 taverns for, if you could tell us maybe somebody will be able to offer up a useful alternative you can use.

Well, I make my own adventure guides and I make blocks that are not in any other guides. The main reason for this suggestion was to ask for the MoD to be able to make more blocks if not all the blocks in any adventure. As, like I said have done a number of sims with the MoD using different amounts of troops on different blocks in different adventures etc and the results fall quite short for him to be called the master of defence and also be worth over 5k gems.

sparkz
28.07.18, 12:51
Even with his 10 second combat round time it is possible to increase the number of rounds to twice that of a blocking tavern general, meaning his blocks last just as long.


Except you dont control the exact flow of the battle meaning that even with the same unit composition the length of the block will vary, from longer than tavern to much shorter.


Where the MOD is better is his hit points. he lasts a lot longer in combat than a tavern gen does hence why u need less troops with him.
Ive had blocks fail every time using tavern gens but the same block with MoD worked every time.
Tavern gen only has 1 hit point while the MoD has 5,000 hit points.

Thats misinformation.

Generals HP is irrelevant since it does not get attacked until all the troops are dead, meaning that you cant consistently have the general attacked (because you cant control the flow of battle), nor can you control how long he will survive (because you cant control enemy units damage). Another thing is that even with 5k HP he will barely survive 1 attack of a small group of units, meaning that it has very little effect on the total time spent blocking.

If you're failing a block using a tavern general and succeed using MoD it means that either its one in a milliion exceptional case, you're not doing your tavern blocks properly or you straight out lie.

MoD blocks last half as long as tavern generals with a similar composition, so its really not rocket science to tell which is more likely to fail.

Madorosu
28.07.18, 15:18
MoD blocks last half as long as tavern generals with a similar composition, so its really not rocket science to tell which is more likely to fail.

I'm sorry sparkz, but this is now you that is spreading misinformation.

Let us take Bandit Nest as an example, not because it is the best choice for proving my point (I'm fairly sure that it isn't), but rather because of the books that drop from the follow up, so even the most experienced player still has reason to attempt this adventure.

These are the 5 camps that I block in Bandit Nest:

100 Thug, 50 Guard Dog, 50 Ranger
Tav 43E 150C = 140-260s = prntscr.com/kc4f01
MoD 38E 158C = 100-340s = prntscr.com/kc4eh1
Minimum time for MoD = 71% that of Tavern

200 Thug
Tav 143E = 140-300s = prntscr.com/kc4ffx
MoD 116R 84E = 90-350s = prntscr.com/kc4g09
Minimum time for MoD = 64% that of Tavern

80 Thug, 100 Guard Dog, 20 Ranger
Tav 105E = 140-240s = prntscr.com/kc4h0c
MoD 39E 149C = 110-350s = prntscr.com/kc4gt2
Minimum time for MoD = 78% that of Tavern

150 Thug, 50 Ranger
Tav 66E 134C = 120-280s = prntscr.com/kc4hiw
MoD 80E 84C = 90-360s = prntscr.com/kc4i0e
Minimum time for MoD = 75% that of Tavern

100 Guard Dog, 90 Roughneck
Tav 107E = 140-340s = prntscr.com/kc4k49
MoD 102E = 110-410s = prntscr.com/kc4jos
Minimum time for MoD = 78% that of Tavern

So, in each of these five blocks, the minimum time for the MoD is significantly better than 50% that of the tavern and, crucially, more than enough time for the leaders to be killed, which is all that is required, as I have never failed any of these blocks due to time running out and each of them I use a Nusala or MMA sacrifice on the leader prior to the main killing general.


Except you dont control the exact flow of the battle meaning that even with the same unit composition the length of the block will vary, from longer than tavern to much shorter.

Indeed, you don't control the exact flow of battle and you are correct that the block time will vary noticeably when compared to that of a tavern general. However, with clever tweaking of the troop allocation, it is possible to lower the reduction of minimum time enough in order to safely complete a great many blocks. For some adventures, this can lead to a significant gain in time, as you can begin blocking without waiting the additional time a tavern general takes to arrive.

This debate has rolled on for as long as the MoD has been a part a game and I'm sure it will continue to do so for a good while yet...

Budgy
28.07.18, 16:23
The HP of the MoD is good against low level enemies. But in fairy tale/ali/queen/mmc the MoD is no better at blocking than a bhg. Making the MoD slow would solve this.

sparkz
28.07.18, 18:58
I'm sorry sparkz, but this is now you that is spreading misinformation.
...
So, in each of these five blocks, the minimum time for the MoD is significantly better than 50% that of the tavern and

That is true.

What I wanted to say (and failed) is that baseline time of MoDs round is exactly half of that of Tavern general (which we both know).
I dont usually refer to total time spent blocking because I feel its pointless as its not appliable to even majority of the blocks.

Bottomline still is that due to MoD being a specialist, you will not get him to block as long as a tavern one in a controlled manner, regardless of whether the block time ends up being 50%, 55% or even 75% compared to tavern.


This debate has rolled on for as long as the MoD has been a part a game

True, I dont think much new can be brought into the debate, I just dont want people deluding themselves that MoD is better than it actually is.

PELIAS
31.07.18, 11:44
True, I dont think much new can be brought into the debate, I just dont want people deluding themselves that MoD is better than it actually is.

I totally agree. I think the MoD needs a revamp. It being a specialist and all. It should be better than any general at blocking, not half as good as a general that we can buy for a few coins. I have tested the MoD in sims using a wide range of different blocking situations and at the moment I will not be spending over 5k gems for him.

I think he should be able to last longer in blocks so we could make blocks that a tavern general would fail at. I.E blocks at a distance and strong camps. Imagine that when they brought out the MMA and he was half as good as a tavern general at fighting. No one would buy them. Well that's what has happened with the MoD.

I think it would bring a more interesting approach to how we complete adventures if the MoD had a revamp. All they would need to do would be to take away his flanking and splash damage and increase his combat time to either 30 or 40 seconds. Also they could give him new skills instead of flanking and splash damage as they are attacking skills. Now that's what I would call a Master of Defence. :)

Dorotheus
31.07.18, 17:37
No 1 general stands alone in isolation, they are all part of your combat toolkit. You don't see many guides which call for the use of General log, where as there are many guides for the MoD. The only thing you are proving is you do not understand the MoD. Those of us who do have reaped huge rewards from his use in the past and into the future.

If you require a general with certain capabilities you should request for a new general with them, asking that a existing general be respecced to what you want will always earn the ire of those of us who have invested in that general even if that general is not a popular choice.

PELIAS
01.08.18, 19:18
No 1 general stands alone in isolation, they are all part of your combat toolkit. You don't see many guides which call for the use of General log, where as there are many guides for the MoD. The only thing you are proving is you do not understand the MoD. Those of us who do have reaped huge rewards from his use in the past and into the future.

If you require a general with certain capabilities you should request for a new general with them, asking that a existing general be respecced to what you want will always earn the ire of those of us who have invested in that general even if that general is not a popular choice.

There maybe no guides for general log as there are better generals to use. There is not enough guides for the MoD because he is not that good and there are better generals to use. Like I have said I have tested the MoD and he is not as good as I think he should be for the amount of gems he costs. Also why would you argue against someone trying to make something better?

You think I should ask them to make a new general, this is what it would be.... Can you make a new general like the MoD but better. Think it would be easier for them to change the MoD. If they were to change his stats you would reap even bigger rewards as you would be able to use him more often. Who would say no to that?