# Agile/Dexterous amendment

**URL:** <https://community.gemsofwar.com/t/agile-dexterous-amendment/27736>\
**Category:** Feature Requests and Game feedback\
**Created:** [July 21, 2017, 9:32pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736 "2017-07-21T21:32:46Z")\
**Posts on this page:** 19\
**Page:** 1

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**Author:** ![Gilgamesh](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/gilgamesh/32/29022_2.png) [@Gilgamesh](https://community.gemsofwar.com/u/Gilgamesh)\
**Post date:** [July 21, 2017, 9:32pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/1 "2017-07-21T21:32:46Z")

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Basically when creating or transforming skulls there appears to be one condition check for a fire of the traits rather than an individual check per skull match. Example you set up and have 7 unique skull matches on a turn simultaneously, there’s one check so all seven matches fail or succeed. Intended or not, could we change that mechanism to check each match for success/fail?

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**Author:** ![Stan](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/stan/32/29888_2.png) [@Stan](https://community.gemsofwar.com/u/Stan)\
**Post date:** [July 21, 2017, 9:43pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/2 "2017-07-21T21:43:04Z")

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That sounds like a real nerf to Agile. Skullspam teams aren’t what they once were, but I kinda like the way things are.

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**Author:** ![Eika](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/eika/32/103088_2.png) [@Eika](https://community.gemsofwar.com/u/Eika)\
**Post date:** [July 21, 2017, 9:44pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/3 "2017-07-21T21:44:48Z")

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Agile/Dexterous is good as it is, if you ask me.

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**Author:** ![Stan](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/stan/32/29888_2.png) [@Stan](https://community.gemsofwar.com/u/Stan)\
**Post date:** [July 21, 2017, 9:46pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/4 "2017-07-21T21:46:53Z")

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I really like that things like this can happen, I think it’s hilarious/fun whether it happens to my benefit or the AI’s:

> [@Agile trait is priceless](http://community.gemsofwar.com/t/agile-trait-is-priceless/12395):
>
> [[GemsofWar 20160914010840] ](https://www.youtube.com/watch?v=LFig-2RJrXc) Watch Shadow Hunter…

Also, can you believe that we used to play the game at this speed?

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**Author:** ![Gilgamesh](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/gilgamesh/32/29022_2.png) [@Gilgamesh](https://community.gemsofwar.com/u/Gilgamesh)\
**Post date:** [July 21, 2017, 9:49pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/5 "2017-07-21T21:49:55Z")

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I’d rather a trait worked as advertised.

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**Author:** ![Stan](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/stan/32/29888_2.png) [@Stan](https://community.gemsofwar.com/u/Stan)\
**Post date:** [July 21, 2017, 9:59pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/6 "2017-07-21T21:59:22Z")

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agile: 20% chance to dodge skull damage.

I don’t see the issue?

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**Author:** ![Gilgamesh](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/gilgamesh/32/29022_2.png) [@Gilgamesh](https://community.gemsofwar.com/u/Gilgamesh)\
**Post date:** [July 21, 2017, 10:09pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/7 "2017-07-21T22:09:36Z")

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Its not 20% if its dodging more than one match simultaneously.

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**Author:** ![Stan](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/stan/32/29888_2.png) [@Stan](https://community.gemsofwar.com/u/Stan)\
**Post date:** [July 21, 2017, 10:19pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/8 "2017-07-21T22:19:58Z")

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I know what you’re saying, but if you have multiple matches at once but process each chance individually, that 20% will effectively become 0% (in instances where there are multiple matches). I read it as 20% chance to dodge skull damage, as in, any amount at once.

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**Author:** ![Gilgamesh](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/gilgamesh/32/29022_2.png) [@Gilgamesh](https://community.gemsofwar.com/u/Gilgamesh)\
**Post date:** [July 21, 2017, 10:27pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/9 "2017-07-21T22:27:11Z")

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The same could be said about armor piercing or any of the on hit % traits given there is not a unique condition check applied individually, its all or none.

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**Author:** ![Stan](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/stan/32/29888_2.png) [@Stan](https://community.gemsofwar.com/u/Stan)\
**Post date:** [July 21, 2017, 10:34pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/10 "2017-07-21T22:34:29Z")

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OK, but some of those ‘on hit’ percentage traits (like assassinate or bullseye) would then have a non-trivial chance of team-wiping an opponent on a good skull spam. That sounds like a bad idea to me.

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**Author:** ![Gilgamesh](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/gilgamesh/32/29022_2.png) [@Gilgamesh](https://community.gemsofwar.com/u/Gilgamesh)\
**Post date:** [July 21, 2017, 10:35pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/11 "2017-07-21T22:35:37Z")

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Or kraugs yes I’ve taken that into consideration and conceded that point.

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**Author:** ![Stan](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/stan/32/29888_2.png) [@Stan](https://community.gemsofwar.com/u/Stan)\
**Post date:** [July 21, 2017, 10:37pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/12 "2017-07-21T22:37:07Z")

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I really do get what you’re saying, but I see more problems with it processing the way you are suggesting than with leaving it the way it is.

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**Author:** ![Gilgamesh](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/gilgamesh/32/29022_2.png) [@Gilgamesh](https://community.gemsofwar.com/u/Gilgamesh)\
**Post date:** [July 21, 2017, 10:38pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/13 "2017-07-21T22:38:57Z")

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I read it differently, as if I interpreted that trait to work as other gem match traits do uniquely. Or else every trait from big on isn’t working as intended as they apply per unique condition met individually and simultaneously.

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**Author:** ![Stan](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/stan/32/29888_2.png) [@Stan](https://community.gemsofwar.com/u/Stan)\
**Post date:** [July 21, 2017, 10:42pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/14 "2017-07-21T22:42:12Z")

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That’s a fair point. I don’t think I fully understand how some of the Guardians’ third traits work - does Courage still process multiple times on a good skull spam? If so, and if I were king for a day, I’d probably change it, and similar traits, to process once per spam (allowing for additional instances on cascades).

I’m trying to remember which of my teams will sometimes leave the game replaying the same sound effect for 5 or 10 seconds after the match is over while the trait processes over and over again. I think it’s a skull spam team.

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<div class="post-metadata">

**Author:** ![Gilgamesh](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/gilgamesh/32/29022_2.png) [@Gilgamesh](https://community.gemsofwar.com/u/Gilgamesh)\
**Post date:** [July 21, 2017, 10:57pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/15 "2017-07-21T22:57:27Z")

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As far as I know all traits not related to an on hit condition check will apply individually and simultaneously. Ex sehkma or ketras will merit stat bumps simultaneously for multiple matches.

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<div class="post-metadata">

**Author:** ![Stan](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/stan/32/29888_2.png) [@Stan](https://community.gemsofwar.com/u/Stan)\
**Post date:** [July 21, 2017, 11:05pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/16 "2017-07-21T23:05:17Z")

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On console, I’m pretty sure Sheggra’s huge processes sequentially. That is, if I simultaneously make 10 4-matches with IK, Huge will process 10 times in a row. That’s the only example I can think of an a team that I use semi-regularly. I’m not 100% certain and may not be at my console until tomorrow now.

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**Author:** ![Gilgamesh](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/gilgamesh/32/29022_2.png) [@Gilgamesh](https://community.gemsofwar.com/u/Gilgamesh)\
**Post date:** [July 21, 2017, 11:37pm UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/17 "2017-07-21T23:37:32Z")

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It does, big,huge,immense ect. Even traits like jarl or mab will apply repeatedly and simultaneously.

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**Author:** ![sidewinDr](https://avatars.discourse-cdn.com/v4/letter/s/e47774/32.png) [@sidewinDr](https://community.gemsofwar.com/u/sidewinDr)\
**Post date:** [July 22, 2017, 3:33am UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/18 "2017-07-22T03:33:58Z")

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I don’t think there’s anything wrong here. It’s chance to dodge the skull damage, which is delivered in one blow. It doesn’t say 20% chance to ignore skull match or anything to that effect. With your proposal, Agile will just be an even weaker Armored trait when against skull spam. IMO, it’s already worse than Armored to begin with.

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**Author:** ![Jainus](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/jainus/32/34949_2.png) [@Jainus](https://community.gemsofwar.com/u/Jainus)\
**Post date:** [July 22, 2017, 4:44am UTC](https://community.gemsofwar.com/t/agile-dexterous-amendment/27736/19 "2017-07-22T04:44:21Z")

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Agree. However many skulls are matched, there’s only one ‘attack’ animation, so one roll to dodge seems fine.

This makes Agile balanced against Armoured.
