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I started a blog to put down my thoughts on Guild Ball. Since I only have Butchers at this point I mainly talk about that, and Math. But don't worry, I crunch all the numbers behind the scenes and make charts and graphs for the readers to show what I've found. Blog here: http://mountaineersguild.com/wp/?cat=16 (Other stuff is on that website. Like other blogs from locals and videos to come!)
Hi everyone, I'm new here, and new to Guild Ball. I have a question about the infamous first turn Mallet take-out. I mean, it seems pretty straight forward. Let's assume that Mallet has 6 inf (due to superior strategy and Honour's legendary) is already tooled up, and has the back-to-back last activation. If i'm understanding this properly, Mallet will be able to charge for two inf, push the target out of melee range, end activation, activate and charge again. I'd like for somebody better at math than myself to figure out against which stat lines is it better to use your influence to charge, charge again, and then buy two attacks, and when is it better to charge once, and just buy four more regular attacks. The benefit of the double charge is that there's potential of a tooled up wrap, plus the 2 dmg from his trait, TWICE! But when is this likely enough to try it?