Official Question Thread!

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  • Official Question Thread!

    Here is a collection of questions, both regular FAQ-type queries and one-off queries that are only relevant for a short time (e.g. concerning current events). This thread should be useful for new players primarily, but also handy for long-term players to brush up on their knowledge. Questions and Answers will be predominantly player created, although dev contributions will naturally be included as well.

    If you have a question that needs answering and it doesn’t appear in this thread, don’t hesitate to ask! Likewise, if you see an unanswered question, feel free to provide a response, or provide additional information to an existing answer should you believe it to be incomplete or incorrect.

    Questions/Answers deemed as FAQs will be edited into this first post, and credit given to the person that provided the answer. If you know of a question that has been asked many times (maybe one that you're sick of seeing! ), feel free to submit both the question and answer together. Some may be edited slightly to correct for spelling, punctuation, etc, or to make them clearer/more concise.

    Please keep non question/answer discussion to a minimum as it will make this thread easier to navigate for everyone concerned.

    FAQs:

    How is XP distributed at the end of a battle? What happens to maxed out characters?
    XP earned is divided equally between the number of characters in your squad. The fewer the characters, the greater the share each will gain. If the value once divided is a fraction, then it is rounded down to a whole number (for example, the Dalish Challenge awards 197 XP, divided by 5 = 39.4 XP, rounded down to 39 XP each).
    If a character is already at maximum level, then their share is wasted.
    Answer Contributions: Timothé Colomes

    I have a character that uses a "Slow". How does this work?
    Each character has an initiative that determines when they attack...quick, normal, slow. If a character is inflicted with a Slow debuff, they will lose 1 initiative level (quick becomes normal, normal becomes slow, slow becomes extra slow). Multiple slow attacks will drop additional initiative levels, as well as characters that slow "a lot"...so quick becomes slow, everything else becomes extra slow (unknown if there are multiple levels of extra slow).
    Answer Contributions: Dan Mathias

    How does stun work?
    Stunned unit will miss its next turn. Unlike slow, stun does NOT stack.
    Scenario 1, normal speed stunned slow speed in round 1 (Fereldan knight stunned Sylvan). The stunned slow unit will lose the turn in round 1 but the stun effect will be gone in round 2. If it is stunned again in round 2, I will miss its turn in round 2 again, but the stun effect will be gone in round 3.
    Scenario 2, normal speed stunned another normal speed (Fereldan Knight stunned Fenris).
    2.1 The stunned unit moved before, it will lose its turn in Round 2 since move in round 1 is already finished. The stun effect will be gone in round 3, even if Fenris is stunned by Fereldan Knight AGAIN.
    2.2 The stunned unit did not move before being stunned, it will lose its turn in round 1. The stun effect will be gone in round 2, both unit will fight for initiative in round 2.
    Scenario 3, slow unit stunned normal unit (Desire Demon stunned Fenris).
    similar to 2.1, the normal unit will lose its turn in round 2. The stun effect will be gone in round 3 and the normal unit will definitely attack before the slow unit in round 3, even if Fenris was stunned by DD in round 2 again.
    Answer Contributions: regenbogen


    What are the advantages of higher tiered units?
    A higher tier unit gains several advantages over its lower tiered counterpart.
    First, each tier lets a unit gain 5 additional levels. For example, a Tier I Epic's max level is 50, a Tier II Epic's max level is 55, a Tier III Epic's max level is 60, and a Tier IV Epic's max level is 65.
    Second, the base level 1 power and hp stats are higher for higher tiered units. For example, Merrill (a legendary unit) Tier I level 1 has 184 power and 330 health. Merrill Tier II level 1 has 221 power and 396 health. Merrill Tier III level 1 has 259 power and 463 health. Finally, Merrill Tier IV level 1 has a whopping 295 power and 528 health.
    Third, higher tier units may gain higher power and health while leveling up compared to a lower tiered version of the same unit. For example, Sten of the Beresaad Tier I gains 10 power and 29 health each level. However, Sten of the Beresaad Tier IV gains 11 power and 31 health each level.
    Finally, higher tiered units get more detailed graphics and look cooler!
    Answer Contributions: Luke00016

    Do the effects of Runes Stack?
    Yes they do, though only two can be used at one time.
    Answer Contributions: Lawrence Jason Lu

    What is a Faction Bonus and how does it work?
    The Faction Bonus is an increase to unit Power, and is gained whenever your 4 main units have matching colors on their base.
    A common unit adds 1%, uncommon adds 2%, rare adds 3%, epic adds 4%, and legendary adds 5%. Therefore, a team of 4 red legendaries receives a 20% faction bonus. Another example, a team with 1 red legendary, 1 red epic, and 2 red uncommon units receives a 13% faction bonus.
    Dual color units do not 'count double', they simply count as either color for their bonus. For example, 4 legendary red/white units do not get a 40% faction bonus - just the regular 20%. Further, a team can have a mix of solid and dual color units and still receive a regular faction bonus.
    Large creatures play no role when forming a team for a faction bonus because they do not have a faction.
    Answer Contributions: Lawrence Jason Lu and Luke00016

    How do I change my in-game name?
    The recommended method is to contact support within the game, who will then be able to make the change for you. Reinstalling/deleting game data may serve the same function but you run the risk of losing your account if it has not been protected.

    How do I protect my account?
    By logging in to a fresh (i.e. not previously registered to HoDA) Google Play, iOS Game Centre, or Facebook account within game. The account is then protected, allowing you to play that save on another device if needed, providing you can remember the login details to them. HoDA support may not be able to help retrieving such details, e.g. a forgotten Google Play e-mail address.
    If you register your account with Facebook, then you'll be able to transfer your HoDA save between Android/iOS.
    Last edited by Skywalkered; 08-21-2015, 08:22 AM.

  • #2
    Question : One of my caracters is max out, at the end of the battle where does the XP go ? Is it lost or does my other caracters gain the XP?

    Answer : The XP is lost
    |OG| Banksy

    Comment


    • #3
      Question: Does the game offer any free gems?

      Answer: Yes, you can earn 2 free gems daily using the invite player option under the Allies Box. (Little Envelope located at left of the screen)

      Edit: My english may need editing if the question make it to f.a.q

      Comment


      • #4
        Originally posted by Hastamasta View Post
        Question: Does the game offer any free gems?
        Answer: Yes, you can earn 2 free gems daily using the invite player option under the Allies Box. (Little Envelope located at left of the screen)
        Update: Where available. If the offer is not available in your country, you can try reinstalling the game and during first startup selecting a country with less strict "anti-spam" laws.


        And one question regarding current state of affairs: do I understand correctly that now (mid-february 2014 in case this thread survives for years) there is no way to obtain Sandal or any other unit introduced in "Wintersend" update ?
        Last edited by Mrocco; 02-14-2014, 06:04 AM.

        Comment


        • #5
          Question: If I consume/combine a character with 5% crit into a character with 10% crit, will the crit be added together?

          Answer: No. The crit may rise on the highest card in proportion to the level of card you consumed/combined with, but it will not be added together straight up.


          Question: I have a character that uses a "Slow". How does this work?

          Answer: Each character has an initiative that determines when they attack...quick, normal, slow. If a character is inflicted with a Slow debuff, they will lose 1 initiative level (quick becomes normal, normal becomes slow, slow becomes extra slow). Multiple slow attacks will drop additional initiative levels, as well as characters that slow "a lot"...so quick becomes slow, everything else becomes extra slow (unknown if there are multiple levels of extra slow).
          Last edited by Baldness; 02-14-2014, 09:56 AM. Reason: edited for clarity on the Crit %

          Comment


          • #6
            Originally posted by Mrocco View Post
            And one question regarding current state of affairs: do I understand correctly that now (mid-february 2014 in case this thread survives for years) there is no way to obtain Sandal or any other unit introduced in "Wintersend" update ?
            Currently, only the Rock Wraith and Wintersend Dragon are available in the regular store packs. I've heard a couple of people say they got Wintersend Nugs from soldier packs after the Ground-nug's Day challenge, but they didn't post screenshots so I don't know whether those reports are true. All other units from the Wintersend packs are unavailable at the moment, but will be added to the main packs soon.

            Comment


            • #7
              Originally posted by Dan Mathias View Post
              Question: If I consume a character with 5% crit into a character with 10% crit, will the crit be added together?
              Answer: No. The highest crit will be used.
              This is incorrect. When consuming, the consumed hero's crit % is irrelevant. The consuming hero gains crit xp based on the rarity of the consumed unit: 10 for common, 50 uncommon, 250 rare, 500 epic, ?? legendary.

              When combining, the above is also incorrect. The resultant tiered-up hero's crit xp is the sum of the crit xp of the two combined units.

              Comment


              • #8
                Originally posted by poops View Post
                This is incorrect. When consuming, the consumed hero's crit % is irrelevant. The consuming hero gains crit xp based on the rarity of the consumed unit: 10 for common, 50 uncommon, 250 rare, 500 epic, ?? legendary.

                When combining, the above is also incorrect. The resultant tiered-up hero's crit xp is the sum of the crit xp of the two combined units.
                No, actually, you're wrong on the second account. When combining two units, the resulting unit has the exact same crit XP as the higher of the two original units. There is *NO* increase to crit from combining, only consuming.

                Comment


                • #9
                  Originally posted by Ravenclaw78 View Post
                  No, actually, you're wrong on the second account. When combining two units, the resulting unit has the exact same crit XP as the higher of the two original units. There is *NO* increase to crit from combining, only consuming.
                  There's an easy way to prove I am correct:

                  1) Start with 4 lvl 1 uncommon units, at least two of which are identical (e.g., farm some elven bards from dalish).
                  2) Consume one unit into each of the two identicals. You will now have 2 tier 1 units, each with 3% crit.
                  3) Combine these two units. You will end up with a tier 2 unit that has 5% crit.
                  4) ???
                  5) Profit.

                  Comment


                  • #10
                    Originally posted by poops View Post
                    There's an easy way to prove I am correct:

                    1) Start with 4 lvl 1 uncommon units, at least two of which are identical (e.g., farm some elven bards from dalish).
                    2) Consume one unit into each of the two identicals. You will now have 2 tier 1 units, each with 3% crit.
                    3) Combine these two units. You will end up with a tier 2 unit that has 5% crit.
                    4) ???
                    5) Profit.
                    Try the same with two higher-rarity units that both have some levels and crit XP on them. What you're seeing is, at most, a small bit of crit added based on the rarity of the two units. If you combine a couple of Rares with 10% crit each, your resulting unit will have 10% crit (maybe 11% if one was close enough to 11% that consuming another rare would have pushed it over).
                    Last edited by Ravenclaw78; 02-14-2014, 10:21 AM.

                    Comment


                    • #11
                      I edited my post...sorry for the confusion. The idea was to relay that it is not added together (which I think it should be).

                      Comment


                      • #12
                        Question: What are the advantages of higher tiered units?

                        Answer: A higher tier unit gains several advantages over its lower tiered counterpart.

                        First, each tier lets a unit gain 5 additional levels. For example, a Tier I Epic's max level is 50, a Tier II Epic's max level is 55, a Tier III Epic's max level is 60, and a Tier IV Epic's max level is 65.

                        Second, the base level 1 power and hp stats are higher for higher tiered units. For example, Merrill (a legendary unit) Tier I level 1 has 184 power and 330 health. Merrill Tier II level 1 has 221 power and 396 health. Merrill Tier III level 1 has 259 power and 463 health. Finally, Merrill Tier IV level 1 has a whopping 295 power and 528 health.

                        Third, higher tier units may gain higher power and health while leveling up compared to a lower tiered version of the same unit. For example, Sten of the Beresaad Tier I gains 10 power and 29 health each level. However, Sten of the Beresaad Tier IV gains 11 power and 31 health each level.

                        Finally, higher tiered units get more detailed graphics and look cooler!

                        Comment


                        • #13
                          Originally posted by Ravenclaw78 View Post
                          Try the same with two higher-rarity units that both have some levels and crit XP on them. What you're seeing is, at most, a small bit of crit added based on the rarity of the two units. If you combine a couple of Rares with 10% crit each, your resulting unit will have 10% crit (maybe 11% if one was close enough to 11% that consuming another rare would have pushed it over).
                          Ok, I'll bite. I havent tested the numbers in a while so i figured I'd verify again. Here's what I did:

                          1) Take lvl 17 charred sylvan with 1% crit, consume 3 rares. Becomes lvl 18 with 750 crit xp (8%).
                          2) Take lvl 1 charred sylvan with 1% crit, consume 1 common and 2 rares. Becomes lvl 6 with 510 crit xp (7%).
                          3) Combine. You get a lvl 19 with 1260 crit xp (9%) that is very close (~30xp) to 10%.

                          I guess i shouldve taken screenshots of the relative bar levels before combining; the lvl 17 was a 1/4 bar towards the next level crit, and the lvl 1 had just a sliver of progress towards 8%. For reference, the absolute crit xp levels are here:

                          https://docs.google.com/spreadsheet/...rive_web#gid=0

                          It's understandable that a lot of people would think the game just takes the higher of the two crits and ignores the other; I thought this too until i examined it more closely. But it's just not the case. Someday I'll combine my wynnes and fenris to confirm one last time... but not just yet

                          Comment


                          • #14
                            Poops is right I combined two tier 1 GCA at crit 16-17% hence both about the 15% barrier and got a tier II GCA crit 18% almost at 19% So all those extra crit stacks do transfer. I initially didn't think so till I was happily surprised.

                            Comment


                            • #15
                              I have a couple:

                              1) Do runes stack? I think not...

                              2) How is the number of banners awarded per battle in the events determined? I have fought a single nug and got 20 banners, and fought a tough team of epics and legendaries for 10 banners.

                              Comment

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