diff --git a/Understanding-Elixir-Math-in-Tower-Rush.md b/Understanding-Elixir-Math-in-Tower-Rush.md new file mode 100644 index 0000000..302ba5b --- /dev/null +++ b/Understanding-Elixir-Math-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
Beneath the vibrant animations and chaotic battles of every arena game lies a rigid, unyielding economic system.
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This article delves into the precise mathematics of elixir generation, leaking, and tracking, transforming you into a master of the arena's economy.
+Generation Rates and 'Leaking' +
The only way one player can mathematically gain an advantage is if the other player 'leaks' elixir by sitting at the maximum cap of 10.
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If your opponent plays a card immediately at 10, they are now mathematically ahead of you by one point.
+Keep the bar moving.You must increase your Actions Per Minute (APM) significantly to keep up.Punish them. +The Profit Margin +
If the opponent drops a Minion Horde (5 elixir) and you destroy it instantly with Arrows (3 elixir), you have gained a pure profit of +2.
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Conversely, if you panic and use a Rocket (6 elixir) to kill a Princess (3 elixir), you have suffered a -3 negative trade.
+The ExchangeThe CalculationOutcomeUsing The Log (2) to kill a Goblin Barrel (3)3 - 2 = +1A slight positive trade; highly repeatable and safeUsing a Lightning Spell (6) to kill a lone Musketeer (4)4 - 6 = -2A terrible negative trade; only acceptable if the lightning also hits the tower to win the game +Playing the Math +
To become a Grandmaster, you must develop a secondary mental process that constantly runs the math in the background of your mind.
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Launch your win condition, support it with a spell, and watch them fail to defend because they simply do not have the currency to buy troops.
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