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Full Version: [General] Advanced Orb matching (Horus, Ra)
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Hey folks! My first guide on here, so any feedback regarding formatting and/or sorting is greatly appreciated! Smile

So yeah, orb matching. Hah.

I'll do this one specifically for Horus and Ra, showing a situation for each with the appropriate Solution (WITHOUT "Lucky RNG Drops" that fill the last one in).

Heres the situation we will encounter filled into the Orb simulator:

http://www.maaak.net/pad/?b=HRRGGLDHBLDL...BHBRLBHHLB

Heres the image of it:

[Image: 2qn9uyw.jpg]

Now, we want to Trigger Horus' Leader skill by matching atleast 4 different colors.

There are different ways to achieve this

Stalling orbs over multiple turns
This is leading to a secured Trigger.
However, you cannot always do this, as you have to force yourself through a dungeon sometimes in order to win, whereas stalling would have gotten you killed in the long run, sooner or later.

Just doing it (IDK how else to describe it, as it really is just doing it)

Now, you want to check the board first and see if there are atleast three orbs of four of the five colours. Basically a "3-4-5" Checking of the situation RNG has given you.

For the above situation, there's everything we need to trigger our Horus.
We have a 3x Fire, 5x Wood, 3x Water, 3x Light, 3x RCV, 3x RCV Situation. (Theres more i bet but orb moving is limited, so gotta work with that. DO NOT get too greedy! My greed for more orbs failed me a LOT of times Tongue)

I do never use situation One, unless i do not have 3x 4/5 orb's colors, but that always resolves itself then ext turn.

Im no expert in the game, I've been only playing since march i believe. But something i stumpled across in a chat on this forum caught my attention and made a lot of sense. Someone called this pidgeon-hole-filling or something similiar (and that's how I'll call the second method for now).

What you want to do is basically just apply logic to this frigin' addictive game. Sounds easy, and it (in general) is.
Time is your only opponent (And f*ckin huge hands, too! I'm using a stylus though, makes it abit easier Tongue [Oh and yeah my hands are friggin' huge x.x"]).

What this method is all about is, making orbs on the bottom match, letting orbs from above fall down, matching with nearby orbs, and so on, creating a chain-reaction-kind of solving of the board (Instead of lining them up, stalling, and clearing the whole board after 4-5 turns).

It's alot of what--if--then thinking basically.

Here's the solution to the above situation (Starting at the light-blue-lit green orb, ending at the orange-lit red orb) [Beware of my uber Paint skills! Sad].

Feel free to redo it in the orb simulator, as it will also show you the follow-up combos of falling orbs etc.

[Image: efksir.jpg]







The next situation is a RA situation:

Orb simulator:
http://www.maaak.net/pad/?b=DBDRBLBGLGHR...HBBHGLGRBB

Image of the situation in-game:

[Image: sfjmm8.jpg]

We have a 3x Fire, 3x Wood, 3x Water, 3x Light, 3x Dark, 3x RCV Situation.

Again, there are more orbs to match than just these, but there's the time thing and this is just to trigger Ra's leader ability and give people the idea of what this is all about.

Solution:

[Image: hwwln5.jpg]


(07-03-2013 01:45 PM)Roofuls Wrote: [ -> ]When I dug in and ran through the examples, there was really good info here, but I didn't get it at first. So, here's my summary of all the takeaways (for my fellow newbies):

1) Check first to see if the orbs on the board support what you want to do. Ignoring hearts, for Ra you need at least 3 each color. For Horus you should give up and prep for the next round if you don't have 3 each of 4 colors (Or you can match what you can... if you match 5 or more combos you have a decent chance to get additional ones when the board clears)

2) Plan your whole move before you start. You gotta practice holding a mental picture of the board in your mind to track where orbs end up as you move. OR you can use the orb simulator, although that is going to take a lot longer.

3) Making obvious lines of three is great, but it is easier to also arrange cascades. Here's an example:

[Image: PAD%2520cascade.png]

In the right side, the red and blue lines will clear and the yellow orbs above will drop and form a vertical line of three with the yellow hanging out in the bottom corner.

At the bottom of the board, the clearing line of hearts is going to cause the spare green orb to shift down and line up with the two others on the right to form a horizontal line.

Personally I think vertical cascades are easy to manage because they are less likely to be disturbed by other pieces clearing.

4) Start you planning from the bottom and go up. If you work from the top down, horizontal cascades that you have planned may get messed up when additional matches clear below them.

5) [I'm adding this one] As a general rule, you want to grab a "difficult match" orb as your traveler instead of an easy match. In the example below (I modified the original scenario to make my point) I would grab the dark orb in the lower right because otherwise it would be extremely difficult to match it with the remaining two dark orbs in the upper left:

[Image: PAD%2520traveler.png]

6) [Oh I'm adding another] It blows to get halfway through and forget what you should do next! If the plan ends up being pretty complicated, once I have it worked out I do a couple of "hovering-over-the-screen" practice runs to make sure I remember it. I also say the color names under my breath as I match them so that I a) don't accidentally match two of one color instead of two different colors, and b) when I execute the plan it is easier to remember what goes next.



If you have any questions regarding this, or have something to add to it, please do so.

Any feedback is welcome. And sorry if this is too messy, I'll try to sort it later. Feedback regarding formatting and stuff is greatly appreciated aswell.

Greetings and happy matching,

Dubby
this post/thread is sooo awesome!!! as a noob horus player myself I need all the help and explanations necessary to master the horus skill and these examples help a lot
usually, if the board has no hearts, I can activate horus, but with hearts everywhere, I have a hard time seeing the combos...
I read somewhere that you should start with the farthest pieces away from eachother, and then finish with the easiest ones, but if I do that, then I just mess up the board and by the time I look at it to make a quick strategy, the timer runs out and I die ;/
(07-03-2013 04:15 AM)tina Wrote: [ -> ]this post/thread is sooo awesome!!! as a noob horus player myself I need all the help and explanations necessary to master the horus skill and these examples help a lot
usually, if the board has no hearts, I can activate horus, but with hearts everywhere, I have a hard time seeing the combos...
I read somewhere that you should start with the farthest pieces away from eachother, and then finish with the easiest ones, but if I do that, then I just mess up the board and by the time I look at it to make a quick strategy, the timer runs out and I die ;/

Haha i feel you there! Smile Take your time, apply the strategies and it will work. Don't worry if you need like 5 mintues to make up a good move, it's worth the damage you deal in the end Tongue

Oh, and, Mathematically, there is ALWAYS atleast 8 combos on the board, in really, really rare cases seven.

Use the simulator aswell. It helped me alot in understanding things and getting a hang of cascadin orbs.
Did you make this, Dubby? It really helps me to understand how the orb works and figure out some of the common patterns. Thank you!

One thing I might add to your guide is this:

Know your own limits. Sometimes you can plan very complicated move that will work wonder when executed flawlessly but can mess up big time if you falter. In that case, it might be easier to plan something less impressive but with a higher probability of success.
(07-03-2013 04:53 AM)IronH Wrote: [ -> ]Did you make this, Dubby? It really helps me to understand how the orb works and figure out some of the common patterns. Thank you!

One thing I might add to your guide is this:

Know your own limits. Sometimes you can plan very complicated move that will work wonder when executed flawlessly but can mess up big time if you falter. In that case, it might be easier to plan something less impressive but with a higher probability of success.

Yes i made this. I've been talking to Xirt via txt message last night nad he complained about Ra not always activating. He sent me a shot of his board, i told him the moves via mobile-paint, and he was like DUDE WTF and so on. And then i decided why not share this, though this is pretty basic stuff.

And yes thats why i said above, dont be too greedy for more orbs. Just try to trigger, the damage will be sufficient Tongue
sooo when you first start a game with a fresh board, do you look for specific clusters or colors or patterns that you recognize???
for example in the second picture, the first thing I see is the green orbs in the bottom left (that pattern gets my attention) and I would use the yellow orb in the middle to make a 3 green combo and then go for blue and after that I would probably mess up as I would attempt to do purple and finish with yellow...
I guess what I'm trying to say is that is there an easy way to recognize patterns because right now I can only make 3 combos consistently and the 4th one gets like a 20% chance to happen.
well, you want to go over the board and see if there are 3 orbs of 4/5 of the colors. if there is, look at how they are patterned. I gotta admit that the above patterns are a bit 'extreme' to the untrained eye, and thats fine, really. I was like that too Tongue just make them cascade and only focus on triggering horus' leader ability. most of the time you have to destroy the random patterns anyways, no matter how temting they are Smile
Interesting thread, maybe it'd be helpful if you paste in a replay of the path?
You can do this by adding "&r=" at the end of the orb patterns, and copypasting this part after it
[Image: wa.png]

Since you're mainly giving samples for people to get an idea, here's 2 alternative solutions:

For the first board, this is a path that allow 2 chances of falling dark orbs connecting with the same amount of orbs cleared, even if Horus doesn't necessarily need it
http://www.maaak.net/pad/?b=HRRGGLDHBLDL...1-l;r-1,1;

For the second board, this is mainly to show the pattern at start that could be chained together
http://www.maaak.net/pad/?b=DBDRBLBGLGHR...2-u;r-3,1;
(07-03-2013 04:19 AM)DubLover Wrote: [ -> ]
(07-03-2013 04:15 AM)tina Wrote: [ -> ]this post/thread is sooo awesome!!! as a noob horus player myself I need all the help and explanations necessary to master the horus skill and these examples help a lot
usually, if the board has no hearts, I can activate horus, but with hearts everywhere, I have a hard time seeing the combos...
I read somewhere that you should start with the farthest pieces away from eachother, and then finish with the easiest ones, but if I do that, then I just mess up the board and by the time I look at it to make a quick strategy, the timer runs out and I die ;/

Haha i feel you there! Smile Take your time, apply the strategies and it will work. Don't worry if you need like 5 mintues to make up a good move, it's worth the damage you deal in the end Tongue

Oh, and, Mathematically, there is ALWAYS atleast 8 combos on the board, in really, really rare cases seven.

Use the simulator aswell. It helped me alot in understanding things and getting a hang of cascadin orbs.

Um, mathematically, there's always at least *6* combos on the board. If for each color # colors = 2 (mod 3), then there's only 5 combos available, since there will be 10 orbs left over. E.g. You have 5 of each color and hearts. The best you can match is 6 combos (one for each color).

For a tri-color dungeon, then there's at least 8.

(07-03-2013 06:32 AM)Fluffles Wrote: [ -> ]Interesting thread, maybe it'd be helpful if you paste in a replay of the path?
You can do this by adding "&r=" at the end of the orb patterns, and copypasting this part after it
[Image: wa.png]

Since you're mainly giving samples for people to get an idea, here's 2 alternative solutions:

For the first board, this is a path that allow 2 chances of falling dark orbs connecting with the same amount of orbs cleared, even if Horus doesn't necessarily need it
http://www.maaak.net/pad/?b=HRRGGLDHBLDL...1-l;r-1,1;

For the second board, this is mainly to show the pattern at start that could be chained together
http://www.maaak.net/pad/?b=DBDRBLBGLGHR...2-u;r-3,1;

Wow long combos and diagonals >_>. I know there's a way to copy the done link as well to the simulator directly, instead of copypasting and adding r=.
The diagonals don't do anything, they're all passing through L shaped orbs so it's no different than just running through them Smile

And you're right, I just realized that there was the "URL :" part under it, could just copy that directly.
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