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Time is normally not really important, but there are a few levels were time is really important, the [[:Category:Time Attack levels|Time Attack levels]].
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Time is usually not a factor in Doctor Who Legacy, but there are several levels where time plays a critical role: the [[:Category:Time Attack levels|Time Attack levels]]. The following tips might only provide a small amount of additional time, but during a Time Attack every second counts.
Each of the following tips can be used to save time.
 
Though they each only give a small amount of additional time, during a Time Attack every second of saving can matter in the end.
 
   
== General tips ==
+
==General tips==
   
 
=== Skill Animation ===
 
=== Skill Animation ===
  +
This is the probably the easiest way to safe time.
 
Since 2.2 it is possible to turn of the skill cut-in animation (the animation that normally happens after activating a special power) in the settings menu.
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Since patch 2.2 it is possible to turn off the skill cut-in animation (the animation that takes place when using a [[Character powers|character power]]) in the settings menu.
   
 
=== Waiting Time ===
 
=== Waiting Time ===
  +
During the time the attack animation is played, start thinking about the combos to make next turn. When the animation is being played, barring enemy abilities, these are the gems to be dealt with next turn.
The earlier the gems move (and the turn is finished), the faster the allies can start attack.
 
  +
The sooner gems stop moving the sooner the allies start to attack.
It is possible to start moving gems as soon as the '''Next Wave''' appears on screen, there is no need to wait until all enemies appear on screen.
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It is possible to start moving gems as soon as the '''Next Wave''' appears on screen; there is no need to wait until all enemies appear on screen.
  +
The less time is used for waiting and moving gems, the more time can be saved.
   
== High defense, low HP enemies ==
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==Dealing with high defense, low HP enemies==
   
This section especially highlights tactics that can be used against enemies with High defense (so normally dealing only 1 damage per hit to them) and low HP (usually low double digits), like in [[Time Attack: Toclafane]], [[A very Sontaran Christmas]] or the expert level [[(Time Attack) Run]].
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When going up against enemies with high defense and low HP, such as [[Toclafane]]s, you need to use tactics that are normally not used.
Some of this is rather counter-intuitive.
 
   
=== ATK/Heal/HP ===
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===Attributes choices===
  +
: ''See also: [[Attributes Choices]]''
In most levels the attack value is import to save time by doing as much damage as possible.
 
  +
For most levels ATK is the most important attribute to finish the level as fast as possible.
Because of the high defense of these enemies, the attack value is irrelevant.
 
  +
However, when facing enemies with high defense, ATK becomes irrelevant. Most attacks will only do 1 damage; therefore it is preferable to have higher HP and Heal. With high HP, it is possible to stand up to stronger attacks without worry. Meanwhile a high Heal attribute reduces the amount of combos and hence the time needed to heal the team.
Each attack will do 1 damage.
 
 
===Avoid combos===
Therefore it is more important to have higher Heal (and HP) values, to reduce the amount of time needed to heal the team.
 
 
=== Avoiding combos ===
 
 
Each combo/match adds time to the attack animation needed.
 
Each combo/match adds time to the attack animation needed.
Therefore it is best to safe time by making as little matches as possible, since they don't add damage because of the high damage.
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Therefore it is better to make as few combos as possible, since they do not provide additional damage against high defense enemies.
Because of this it might be better to consider a team with fewer colors among characters, since each correct match can trigger more attacks.
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As a result it is better to have a team with fewer colors among characters, since each corresponding combo will trigger more attacks.
  +
  +
Note that combos made through newly spawned gems add additional time to your attack and should be avoided when possible. However this is sometimes unavoidable due to the element of luck. On the other hand the probability of having new gems spawned can be reduced by making fewer combos in the first place and completing combos near the top of the gem board. This is due to the fact that a completed combo near the top will not move the other gems at the bottom half of the gem board, hence reducing the probability of completing additional combos as a result of falling gems.
  +
  +
===Avoid damage-increasing perks===
  +
Any perks that increase damage (except enemy-dependent ones like weakness enhance) also take time to apply whenever you attack. Since damage-increasing perks will likely not increase the amount of damage actually dealt, it is better to avoid them against enemies with high defense.
  +
 
===Dual color characters===
  +
  +
Each dual color character's secondary attack is counted as a separate attack, increasing the maximum number of attacks possible each turn. Note that without rank 5 or rank 6 characters it is impossible to perform more than 6 attacks per turn. 
 
=== No matches (using Bombs only)===
  +
One of the most useful abilities for saving time is [[bomb power]], because bombs ignore enemies' defense.
  +
Bombs are especially useful for [[(Time Attack) Run]] and every single [[Toclafane]] level. While waiting for the bomb to detonate you can do small combos to load up Doctor ability if needed, or heal yourself. 
  +
  +
The best characters to combine with [[:Category:Bomb characters|Bomb characters]] are [[:Category:Stun characters|stunners]]; if you stun an enemy and then use Bomb ability on it, you are basically untouchable.
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===Monocolour Team===
   
  +
''See also: [[Teambuilding]] ''
Especially combos made through freshly spawned gems add additional time and should avoided if possible, though this happens from time to time without any option to prevent them.
 
   
  +
Having a monocolour team is a great advantage against High defense enemies because with one match of gem color of your team it is possible to kill High Defense enemies in a few turns.
=== Dual color characters ===
 
Each dual color character's attack is counted as a separate attack, virtually increasing the number of attacking allies on your team.
 
While it isn't possible to do more than 6 damage per turn without rank 5 characters, this goes up with dual color characters.
 
   
  +
==Dealing with normal enemies==
=== Bombs ===
 
  +
Excluding levels with [[Toclafane]]s, most of the Time Attacks contain normal enemies; dealing with them is significantly harder because you need to defeat them in the classic way.
One of the most important ability for this is the [[bomb power]], because damage done by bombs bypasses defense, killing the low HP enemies with one use a bomb.
 
  +
===Converters===
Allies with the bomb power are listed in the category [[:Category:Bomb characters|bomb characters]].
 
  +
When dealing with normal enemies in Time Attacks, having converters in your team is a good idea. The faster you get more gems of your colour, the faster you defeat the enemies and proceed to the next wave.
 
===Combos===
  +
When dealing with normal enemies combos play a big role; the more combos you get the greater your damage. Try to sacrifice a few seconds to create a higher-damage attack.
  +
==Conclusions==
  +
'''Time Attacks are levels that have different strategies for different types of enemies. '''
   
  +
'''Against High Defense Enemies:'''
=== No matches ===
 
  +
#'''Match few short gem combos.'''
This is especially useful for [[(Time Attack) Run]] and basically is a combination of the above tools.
 
  +
#'''Avoid damage-increasing perks.'''
If you don't need to refresh any cooldowns and don't need any healing while waiting for a bomb to trigger, it is possible to do no matches at all.
 
  +
#'''Try to use bombs.'''
This will refresh cooldowns, but the turns count still for waiting for the bomb.
 
  +
#'''Use Monocolour teams to attack with all characters with only one match.'''
Since no gems on the board will get replaced, this is the fastest possibility to trigger a bomb.<noinclude>
 
  +
'''​Against Normal Enemies:'''
[[Category:Advanced playstyle]]</noinclude><noinclude>
 
  +
#'''Use convert characters to get more gems of your colour and attack faster.'''
[[Category:Gameplay]]</noinclude><noinclude>
 
  +
#'''Try to make high combos to kill enemies with high HP faster.'''
[[Category:Strategy]]</noinclude>
 
  +
#'''Use high ATK characters to deal more damage.'''<noinclude>
 
[[Category:Advanced playstyle]]</noinclude>

Latest revision as of 21:52, 19 March 2017

Time is usually not a factor in Doctor Who Legacy, but there are several levels where time plays a critical role: the Time Attack levels. The following tips might only provide a small amount of additional time, but during a Time Attack every second counts.

General tips

Skill Animation

Since patch 2.2 it is possible to turn off the skill cut-in animation (the animation that takes place when using a character power) in the settings menu.

Waiting Time

During the time the attack animation is played, start thinking about the combos to make next turn. When the animation is being played, barring enemy abilities, these are the gems to be dealt with next turn. The sooner gems stop moving the sooner the allies start to attack. It is possible to start moving gems as soon as the Next Wave appears on screen; there is no need to wait until all enemies appear on screen. The less time is used for waiting and moving gems, the more time can be saved.

Dealing with high defense, low HP enemies

When going up against enemies with high defense and low HP, such as Toclafanes, you need to use tactics that are normally not used.

Attributes choices

See also: Attributes Choices

For most levels ATK is the most important attribute to finish the level as fast as possible. However, when facing enemies with high defense, ATK becomes irrelevant. Most attacks will only do 1 damage; therefore it is preferable to have higher HP and Heal. With high HP, it is possible to stand up to stronger attacks without worry. Meanwhile a high Heal attribute reduces the amount of combos and hence the time needed to heal the team.

Avoid combos

Each combo/match adds time to the attack animation needed. Therefore it is better to make as few combos as possible, since they do not provide additional damage against high defense enemies. As a result it is better to have a team with fewer colors among characters, since each corresponding combo will trigger more attacks.

Note that combos made through newly spawned gems add additional time to your attack and should be avoided when possible. However this is sometimes unavoidable due to the element of luck. On the other hand the probability of having new gems spawned can be reduced by making fewer combos in the first place and completing combos near the top of the gem board. This is due to the fact that a completed combo near the top will not move the other gems at the bottom half of the gem board, hence reducing the probability of completing additional combos as a result of falling gems.

Avoid damage-increasing perks

Any perks that increase damage (except enemy-dependent ones like weakness enhance) also take time to apply whenever you attack. Since damage-increasing perks will likely not increase the amount of damage actually dealt, it is better to avoid them against enemies with high defense.

Dual color characters

Each dual color character's secondary attack is counted as a separate attack, increasing the maximum number of attacks possible each turn. Note that without rank 5 or rank 6 characters it is impossible to perform more than 6 attacks per turn. 

No matches (using Bombs only)

One of the most useful abilities for saving time is bomb power, because bombs ignore enemies' defense. Bombs are especially useful for (Time Attack) Run and every single Toclafane level. While waiting for the bomb to detonate you can do small combos to load up Doctor ability if needed, or heal yourself. 

The best characters to combine with Bomb characters are stunners; if you stun an enemy and then use Bomb ability on it, you are basically untouchable.

Monocolour Team

See also: Teambuilding 

Having a monocolour team is a great advantage against High defense enemies because with one match of gem color of your team it is possible to kill High Defense enemies in a few turns.

Dealing with normal enemies

Excluding levels with Toclafanes, most of the Time Attacks contain normal enemies; dealing with them is significantly harder because you need to defeat them in the classic way.

Converters

When dealing with normal enemies in Time Attacks, having converters in your team is a good idea. The faster you get more gems of your colour, the faster you defeat the enemies and proceed to the next wave.

Combos

When dealing with normal enemies combos play a big role; the more combos you get the greater your damage. Try to sacrifice a few seconds to create a higher-damage attack.

Conclusions

Time Attacks are levels that have different strategies for different types of enemies. 

Against High Defense Enemies:

  1. Match few short gem combos.
  2. Avoid damage-increasing perks.
  3. Try to use bombs.
  4. Use Monocolour teams to attack with all characters with only one match.

​Against Normal Enemies:

  1. Use convert characters to get more gems of your colour and attack faster.
  2. Try to make high combos to kill enemies with high HP faster.
  3. Use high ATK characters to deal more damage.