As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
CHAOS Realm

(June 15th, 2016, 12:31)namad Wrote: Got doom on an item for my hero. Read the tooltip. Looks like Doom calculates damage as if to hit was exactly +2 without variance, but heroes often have +4 or +5 or even +6 to hit. Which will it use? +2? or whichever is higher?

The +2. The key feature of doom is completely ignoring the armor and other effects on the enemy.
Reply

(June 15th, 2016, 12:36)Seravy Wrote:
(June 15th, 2016, 12:31)namad Wrote: Got doom on an item for my hero. Read the tooltip. Looks like Doom calculates damage as if to hit was exactly +2 without variance, but heroes often have +4 or +5 or even +6 to hit. Which will it use? +2? or whichever is higher?

The +2. The key feature of doom is completely ignoring the armor and other effects on the enemy.
This is mostly relevant in immunity situations, for even moderately high level heroes a weapon with +hit will otherwise usually do more. If we compare an artifact with +6 attack, Flaming, and Doom (total 3,100 mana) to one with +6 attack, Flaming, and +3 to hit (total 2,300 mana), a level 3 hero with base attack 7 (+1 to hit) will do 8 with Doom, 11.2 (-armor) with the other weapon; it takes 11 defense before the Doom is better, which is pretty rare outside of Immunities. On the other hand, an archer hero with a Doom weapon will oneshot a unit of magicians (missile immunity) whereas without that you'd be lucky to kill a single figure.
Reply

Chimeras (and to a lesser extent Doom Bats) are below average summoning units.

Chimeras suffer from a high upkeep cost of 6. Their resistance is merely average and their attack rating is not THAT high. If you compare half priced fire giant's 18 melee vs Chimera's 9 and apply a fair amount of shields, their melee output (at 4 figures) is about the same, then decrease at lower figures. The firebreath is a nice bonus, but not damaging enough to justify the very high cost. I suggest 10 melee (+1) and 5 upkeep (-1) as a start.

Doombats suffer from mediocre armor and resistance and their melee output against traditional enemies is kind of average. They excel against single-figure high armor units, including heroes. Give them 1-2 more movement point and they can hit ranged units on turn 1 and move easily across the map (while remaining situational given their low armor)

Gargoyles, if given 1 more upkeep and 1 more melee would make them slightly less dependent on immolation.

Reply

If you want units to hit ranged units on turn 1 you might as well just give them teleport or merge.
Teleport and Merge are both rather expensive abilities.
I'd rather not see them granted for free accidentally by giving a unit 7or8 movement.
Reply

Big help.lbx discrepancy for Great Drake.

When right-clicking spell, it claims it costs a very high 25 mana per turn. However, when summoned, it costs only 15 mana per turn (on par with other v. rare creatures).

Reply

(August 20th, 2016, 12:59)zitro1987 Wrote: Big help.lbx discrepancy for Great Drake.

When right-clicking spell, it claims it costs a very high 25 mana per turn. However, when summoned, it costs only 15 mana per turn (on par with other v. rare creatures).

Thanks, fixed. The help for most other very rare creatures was also outdated.
Reply

I'm worried Meteor Storm might be way too harmful to AI players because they have no way to keep their units inside cities or avoid multi-figure units in response. Also, AI units generally spend a very long time on the overland map before they reach their destination. If you had a game where Meteor Storm was in effect (doesn't matter who used it), let me know how badly it affected the AI. Were they still able to send armies to attack cities reasonably frequently? Especially, if an AI wizard used it, how bad the effect was on their own armies?
Reply

I've only seen meteor storm once, and it was super early. Maybe as early as 1409, maybe as late as 1411. I gave up the game. I hadn't even met 2 of the wizards including the caster so I have no idea how much it actually affected things, but the meta affect was strong.
Reply

Is it possible to make volcanos roll for ore as of they were on Myrror, regardless of the actual location?
Reply

(September 7th, 2016, 12:04)Nelphine Wrote: Is it possible to make volcanos roll for ore as of they were on Myrror, regardless of the actual location?
They have their own table which is, I'm not sure if identical, but at least closer to Myrror as it contains adamantium.
It also doesn't consider mineral settings so even on poor land it'll create the same amount and type of ores.
Reply



Forum Jump: