The Psychological Impact of Witch Eliminator 0 18 on Perpetrators and Victims

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Witch Eliminator 0 18 is a highly advanced device designed to detect and eliminate witches. This device is equipped with state-of-the-art technology that can identify witches with extreme accuracy. It is programmed to scan for specific energy patterns emitted by witches, allowing for effective detection. The main purpose of Witch Eliminator 0 18 is to ensure the safety and protection of individuals from the harmful effects of witchcraft. With the rise in witch-related incidents, it has become imperative to have a reliable tool that can efficiently identify witches and eliminate them before they can cause harm. The device works by emitting a frequency that is capable of disrupting the energy flow of witches.


Let's say you have Gold Cauldron and Hall of Mirrors prepped, with Duplicate, Magic Missile, and Burning Light in the spell book. Consume one die to try for 6 (33%), then use that die to activate Hall of Mirrors. You now have two die; one must be consumed to put a spell on the board, another to use the spell (optimal 5-6 damage). Next turn, you have 4 die. Assuming you haven't taken any status, and you roll well, you use one die to cast a spell, another to put a spell slot on and cast it, for the optimal 16-17 damage. Your max possible damage, after two turns, is 23 damage after consuming 6 dice.

Nudge increases the chance of getting an attack in, but consumes one die unless it s slotted into prep, which means you re taking a coin flip for it to be useful. Marvel of Peru helps alleviate skin discomfort reduces redness Witch Hazel purifies, tones tightens pores Salicylic Acid promotes cell turnover skin renewal to unclog pores reduce ingrown hairs Aloe Vera moisturizes helps heal damaged skin Dermatologist Tested Paraben Phthalate Free PETA Certified Cruelty-Free Vegan Made in the U.

Witch eliminator 0 18

The device works by emitting a frequency that is capable of disrupting the energy flow of witches. When a witch is detected, Witch Eliminator 0 18 emits a powerful pulse of energy that neutralizes the witch's powers and renders them powerless. This allows for easy capture and elimination of the witch without causing any harm to the surrounding environment.

Witch eliminator 0 18

This episode is kicking my ass, any tips? I tend to favor frost, use even on odd and odd on even spells, try and hold my limit breaks if I can kill the enemy on that turn.

Perhaps I'm levelling poorly? I tend to go prepared > Upgraded as I feel the consistency helps early and the power later.

I dislike the witch so I kinda just wanna get this over with, community pls, end my suffering.

Сообщения 1 – 15 из 37 29 авг. 2019 в 18:51

I feel your pain. I've been banging my head on this round for the last few days.

Always around level 3 and 4. I just never have enough damage to kill anything fast enough.

Отредактировано agent8261; 29 авг. 2019 в 18:52 29 авг. 2019 в 19:10

Seconded. Every other RNG aspect of this game I'm sympathetic to, but Witch episodes 4 and 6 cannot be overcome with skill alone. You need a lot of luck in rolls, enemies, and equips--way more than any Robot episode. I hate it and I think the game will be easier to recommend if they buff Witch.

A couple tips for survival: Life Drain is your friend. Usually Shield is best paired with focusing on Hall of Mirrors, but also use it for Cactus when he gets lots of thorns--Magic Key is the best way to reliably get Magic Shield up, for example. Ice is good for rounds 1-3 but I do NOT recommend relying on Ice alone later on, as several later enemies benefit from having 1s, including Loud Bird. Weaken is excellent in Elim Round, but I've only seen it on the no-damage Hex. take it if you have an open space you don't have a better use for (usually 5 or 6).

30 авг. 2019 в 2:16

Loud Bird literally took me from full to nothing, honestly I'm just gonna wait for a patch, this is ridiculous, I feel like it's beyond playing well at this point, sometimes you just get boned.

Silenced + 3 damage 3 times in a row, doge every turn, hitting me for 5 + 1 with two weaken almost every turn (sometimes 3) when I'm stuck with three dice.

I feel like the Witch is fundamentally broken, I wanna win with skill, not hoping I don't fight snowman/yeti/loudbird, she needs a buff.

30 авг. 2019 в 7:34 It certainly feels like there a lots of "auto lose" situations with the witch. 30 авг. 2019 в 14:57

tl;dr Based on my amateur understanding of odds, the risks Witch takes to gain momentum are not proportional to her rewards.

After banging my head against the wall for about 5 hours, I concur that Witch is not good enough to pass episode 4 without favorable rng, which is counter-intuitive to her logic. Consider:

Until stage 4, your only offensive spells that are likely, along with their max damage values are: magic missile (5 dmg), Burning light (6), Frost Shard (5), and Shock (6). Of the last 3, you can only choose 1; this means your maximum damage from spells is 11 per turn. Witch has 3 die, so on an ideal turn your max damage is 16-17. This assumes you are ONLY doing damage, and that you get the required die necessary to cast those spells.

So you should pick up auxiliary spells, of which you are guaranteed 2. Let's say I take Nudge and Duplicate. Nudge increases the chance of getting an attack in, but consumes one die (unless it's slotted into prep, which means you're taking a coin flip for it to be useful). You now have 2 die: one will put a spell on the board, and another will deal damage. UNLESS you have a spell on the board, your max damage output is 5-6 ASSUMING you can cast the spells at all. Duplicate earns one extra die, meaning your max output continues to be 16-17; despite the fact that these dice ought to increase damage output, they continue putting out exactly the same damage.

So you should pick up Hall of Mirrors, which is common. If it's not slotted, it requires two die to set up, meaning your max output for turn 1 is 5-6. Now, unless you take an upgraded slot, you're taking a 17% chance of value that consumes dice; if it's prepped, you still need to consume one die with that 17% chance of value, which lowers your optimal damage at 1st turn to the aforementioned 16-17.

But then you should work your spellbook to account for that 17% chance of value. Except, there are no die that can account for this except Cauldron, which is an additional 17% chance of value for this specific purpose unless you have Gold Cauldron, which is uncommon, which requires another prep slot and/or another die. All this to make value of a card which is necessary to get any substantial damage output.

Let's say you have Gold Cauldron and Hall of Mirrors prepped, with Duplicate, Magic Missile, and Burning Light in the spell book. Consume one die to try for 6 (33%), then use that die to activate Hall of Mirrors. You now have two die; one must be consumed to put a spell on the board, another to use the spell (optimal 5-6 damage). Next turn, you have 4 die. Assuming you haven't taken any status, and you roll well, you use one die to cast a spell, another to put a spell slot on and cast it, for the optimal 16-17 damage. Your max possible damage, after two turns, is 23 damage after consuming 6 dice.

Now, because you CANNOT deal more damage until Stage 4 shop per spell, this is the most you can expect per turn, unless you set up 3 damage slots, use all your dice your that damage, and do not need to improve your scores with auxiliary spells. What's critical to consider, especially since none of this sets up shield (which caps at 4, requiring two dice to use, which is awful for momentum) is:

HOW MUCH DAMAGE CAN YOU REASONABLY EXPECT TO TAKE AFTER TWO TURNS FROM ENEMIES?

I could list optimals per turn, but consider this: Baby Squid, on an optimal roll (50%), can deal 14 damage during episode 4. This is about half of your total health pool at stage 2. BABY Squid has a better chance of burning half of your health pool with 2 dice than you have to deal half his with 3 (about 10-ish% chance of rolling an even and an odd that have maximum values). This only gets worse as the floors progress.

However, IF you make it to the stage 4 shop, your odds turn. This isn't necessarily because Inferno, Blizzard &c. are better damage spells (you're still, reasonably, dealing ~17 per turn): it's because they afflict worse status. This lets you gain momentum against high-tier enemies, lowering their output and giving you insurance to set-up without worrying about getting chipped for afflicting status.

I think there are two changes to Witch which would soften this HARD obstacle between floors 3-5, without severely lowering her difficulty:

1) Give Witch 4 dice on lvl 3/4. This softens the chance of getting RNG'd to death, and lets Witch afflict more status. However, it leaves Hall of Mirrors the value which, I believe, it's intended for: giving more dice for more actions per turn to counter Witch's strict conditions to cast spells.

2) Give lower-level spells some of their upgrade perks, sacrificing damage or activation conditions. As is, you can expect 2 status per turn; this does nothing to most enemies, as they have enough options to by-pass burnt dice/shocked equipment/frozen rolls. Bumping a reasonable expectation up to 3 would give her much more momentum, allowing her more turns to set slots and decreasing the margin for awful turns. She doesn't really need more damage, but she needs more options to control the flow of luck.

Thank you for listening to my TED talk.

Witch eliminator 0 18

Witch Eliminator 0 18 has been thoroughly tested and proven to be highly effective in witch detection and elimination. It has received rave reviews from users around the world who have praised its accuracy and efficiency. One of the key features of Witch Eliminator 0 18 is its compact and portable design. It can be easily carried and used in various locations, making it an essential tool for those who are constantly on the move or live in areas prone to witch-related incidents. Overall, Witch Eliminator 0 18 is a groundbreaking device that provides a reliable solution for witch detection and elimination. Its advanced technology and compact design make it an ideal choice for individuals who prioritize their safety and want to protect themselves from the dangers of witchcraft..

Reviews for "Witch Eliminator 0 18: Bridging the Gap between Tradition and Modernity in Witch Hunting"

1. Sarah - 2/5 - I was really disappointed by "Witch Eliminator 0 18." The graphics were outdated and the gameplay was repetitive and boring. The story was also confusing and poorly explained. It felt like a game that was rushed and not properly thought out. Overall, I would not recommend this game to anyone looking for an enjoyable gaming experience.
2. John - 1/5 - "Witch Eliminator 0 18" was a complete waste of my time and money. The controls were clunky and unresponsive, making it nearly impossible to enjoy the game. The levels were poorly designed and lacked any sort of challenge. Additionally, the game crashed multiple times, causing me to lose progress. I regret purchasing this game and would advise others to stay away from it.
3. Emily - 2/5 - I found "Witch Eliminator 0 18" to be highly repetitive and lackluster. The gameplay consisted of doing the same tasks over and over again, with little variation or excitement. The graphics were mediocre at best, and the sound effects were annoying and repetitive. I quickly grew bored of this game and regretted spending my money on it. Save yourself the disappointment and find a better game to play.

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