Talk:Earthquake Spell/@comment-8161298-20150722174443

Hey y'all, how's the earthquake debate going? Are you ready to have your minds blown?

Forget using it to knock down nearly dead buildings. Carrying the spell as a "just in case" back up isn't smart, in my opinion. I have used it that way in raiding when I got 49% and had about one or two hits left on a collector and hadn't used any spells but that's in raiding and people use spells differently in raids (i.e. avoid using spells) than in wars.

So for wars, relying on the threshold effect of the EQ spell is stupid. Let's just forget that. Here is what we end up with then: 4 spells replaces jump spell effect EXCEPT that EQ makes an 8 tile hole while jump only makes a 6 tile hole and if you only just barely have the jump spell on the wall the heroes and other big guns act really dumb around it. But, on the downside, with 4 EQ spells you lose space for what could be one more jump spell.

So how do you get around the fact that you are losing space for conventional spells when you use EQ? Here is the solution:

You can do the math on your own or ask me and I will post the table from excel.  4 x level 1 EQ gives you both jump and the damage modification of rage 1 . 4 x level 4 EQ gives you jump and the damage modification of level 5 rage. Add in a haste spell (because against strong TH 10 the poison is a wasted spell anyway) and you have an area of effect that gives you jump and something better than rage for the same cost as jump and rage - but with a bigger, permanent hole.

'''The math is that 170% damage = 58.8% original strength of structures if you view it another way. 4 max EQ spells leaves buildings at 59.9% original strength OR viewed another way gives you 167% damage per hit.'''  Very equivalent if you ask me.   So, like I said, add haste and you even get a better speed boost than rage.

<span style="font-size:10pt;font-family:Helvetica,sans-serif;">In conclusion, 4 EQ spells not only replace 1 jump spell but also replace 1 rage spell leaving you actually in a better off position than jump/rage combos for the same amount of spell space.