>>65789458>>65789499>Pre-combat has the advantage
For tier 1 or 2 recharge, the difference is effectively negligible, and anyone who plans on keeping it on 24/7 (as opposed to brief spurts, e.g. via teleports) will use tier 1 or 2.
Second, there is literally no reason the mid-generators can't end battles early as well - you can play rocket tag with distressingly low quantities of mana with even token efforts towards that goal.>But you charge up the items before you go into combat
Exactly - which is why it's a tactic that mid-charge suits can use just as well (if not better; faster production) as pre-charge.>You asked me to give you some examples of how one could end a fight early.
Aah, there's the miscommunication - I asked for some examples of how a pre-charger could end a fight early BETTER than a mid- or even post-combat charger. So far, "vomit attack spells over the opponent" scales a bit with extra mana, "familiar spam" scales with maximum mana specifically, and... just about every other method of rocket tag is almost, if not as effective beyond a maximum pool of ~20 MP.>I still don't understand the argument.
Battles can be short, long, or somewhere in between.
In the shortest-term battles, Post-charger is MARGINALLY better than pre-combat charging is MARGINALLY better than mid-term.
In the longest-term battles, Mid-combat is MUCH better than pre-combat is MARGINALLY better than post-combat.
If mid-combat charging is either MUCH better or MARGINALLY worse than the other two, then it's effectively guaranteed to be the best option overall.
And, of course, since not all battles are guaranteed to be rocket tag (since every cheesy strategy has a counter), that means you will inevitably encounter a long battle.
If you're MUCH worse at long-term battles, then you're MUCH more likely to lose and trigger your death condition - losing up to 15 years of doing productive things like "keeping up on your magic taxes" or "stopping your stuff from getting stolen".