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Is there any way to know how much damage a spell does vs a target's defense? Like, it says for example that Wall of Fire does 10 strength fire damage when you attack through it, but what does it mean in practice? How much damage is it supposed to do to a 4 defense swordsman, or a 6 defense knight, roughly speaking?
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Exactly the same as an attack of the same strength would with the default hit rate.
Each attack strength has a 30% chance to deal 1 damage and each shield has a 30% chance to block 1 damage.
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Hey guys. So I have an elite gladiator with endurance and holy armor. Going against a lair with ghouls. My gladiator should have 13 shields (8 own + 2 from endurance + 3 from large shield) and +1 to defend (from holy armor). That makes 5.2 deflected. The pack of ghouls has 4x4x0.3=4.8 damage. So 5 packs of ghouls consistently kill one figure in my gladiator pack after one round. That's 7 hearts. How come 4.8-5.2=-0.4, 5 times, destroys 7 hearts?!
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(November 16th, 2020, 19:12)prokolyo Wrote: Hey guys. So I have an elite gladiator with endurance and holy armor. Going against a lair with ghouls. My gladiator should have 13 shields (8 own + 2 from endurance + 3 from large shield) and +1 to defend (from holy armor). That makes 5.2 deflected. The pack of ghouls has 4x4x0.3=4.8 damage. So 5 packs of ghouls consistently kill one figure in my gladiator pack after one round. That's 7 hearts. How come 4.8-5.2=-0.4, 5 times, destroys 7 hearts?!

The 0.3 is the poison, right? I think it rolls for each figure actually.
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(November 16th, 2020, 20:03)jhsidi Wrote:
(November 16th, 2020, 19:12)prokolyo Wrote: Hey guys. So I have an elite gladiator with endurance and holy armor. Going against a lair with ghouls. My gladiator should have 13 shields (8 own + 2 from endurance + 3 from large shield) and +1 to defend (from holy armor). That makes 5.2 deflected. The pack of ghouls has 4x4x0.3=4.8 damage. So 5 packs of ghouls consistently kill one figure in my gladiator pack after one round. That's 7 hearts. How come 4.8-5.2=-0.4, 5 times, destroys 7 hearts?!

The 0.3 is the poison, right? I think it rolls for each figure actually.

0.3 is the average damage per every 1 attack (sword). Every +1 to hit adds 0.1 to that. But I did forget about the poison... Does that carry with the ranged attack, or is it only melee?
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Poison is not affected by shields. So Poison damage is always dealt if you fail the resistance rolls.
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(November 16th, 2020, 20:14)Seravy Wrote: Poison is not affected by shields. So Poison damage is always dealt if you fail the resistance rolls.

So the poison carries with the ranged attack?
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Ah ok I just glanced at your numbers and saw 0.3 -- I think your gladiators have 7 or 8 resist? And I believe poison rolls at -1 now. Yes, it applies at range (ugh, focus magic nagas) so that accounts for your extra losses.
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(November 16th, 2020, 20:25)jhsidi Wrote: Ah ok I just glanced at your numbers and saw 0.3 -- I think your gladiators have 7 or 8 resist? And I believe poison rolls at -1 now. Yes, it applies at range (ugh, focus magic nagas) so that accounts for your extra losses.

Ahhh damn smile Actually I knew that focus magic nagas carry poison at range (too painful to forgetsmile) but for some reason thought it was because of the focus magic and it didn't carry with the ghouls...
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Thanks Saravy for this great mod, I have great time as old boy revisit this game after 20 years of away from it. I have 2 playthrough that I have fun till the end already but I have some question.

1) I play twice under normal and fair difficulty. Still yet to get used to new mod environment but I have notice two things about enemy, first is that they always have huge stock of mana and some sort of economic boost which I could not explain there they are coming from and it was always like that until I push their economic to collapse. Second is that their research rate is much faster than me although I'm quite sure that I emphasis a lot on infrastructure, enemy able to reach spell of mastery before me by huge margin in both playthrough. First playthrough is understandable as I have just realized what altar of peace is all about. But second playthrough enemy is myrran chaos wizard which although it own whole Myrror and cast Armageddon unimpeded, they not suppose to have much more research advantage than me as he hoard a lot of mana and endlessly summon rare and very rare monsters. Where are those resource coming from as it not mentioned in mod's readme guide and difficulty I play is not mentioned about resource boost? Or I just poor at resource management and not understand how game works?

2) In my second playthrough, as our Myrran final boss casting both Armageddon/Doomsday/Meteor Storm, and there are 3 sorcery wizards still active (me and other 2 AI which suppose to be more proficient in sorcery than me) I expect some of them would cast disjunction (I even give away Aether Binding spell to them for that purpose) as those spell are threat to them than me (I played 4-4-4 nature-sorcery-chaos in that playthrough and I able to find my way to Gaia's Blessing and Herb Mastery which mean I could just play peaceful sitting out of conflict for most this) yet none of them cast disjunction, or consecration (both are 5-5 sorcery-life wizards) although those map destructing global enchantments are great threat to them and bring them their demise in the end. Why they do something that so self-destructive? Is it intentional on AI side to not priority global-threat enchantment? This kind of spell should give ai priority to disenchant it (although i think it is ok for ai to mind their own business for buffed global enchantment)

3) This is about path which I not taken in my previous playthrough, what would happen if 2 wizard cast the same global enchantment of Armageddon/Doomsday/Meteor Storm at once? Would both avoid each other effects or would both get the effects. And effect would stack for other non-casting wizards or not?

4)This is related to the first question, ai seem casting spell recklessly to the level that I could trade space for time or even send some small stack to act like lightning rod to deplete their mana before crippling them in the end after they have mana low enough to not willing to casting spell support the battle anymore. (This make sky drake my favorite. and I use several stack of lone sky drake for resource raiding enemy in place far away from their fortress while real attacking stack would strike later after enemy not willing to cast anymore). What I need to do is just bait their casting potential to deplete their resource but what even worse for them is that I could just play guerilla warfare with sky drake in late game to kill their magicians and take enemy waste attempt to cast huge spell like apocalypse to counter it (what I need to do is just occcasionally cast dispel magic to dispel confusion which much cheaper than all mana enemy waste on several apocalypse). Would it possible to make ai able to realize that some battle is lost cause or waste of resource?

5) Is it possible to make all races appear on huge map setting? sometimes AI pick something that lack of diversity, in my previous playthrough on fair, 2 of AI pick same magic realms (5-5 Sorcery-Life) with the same retort at start, and 4 players on Arcanus just happened to pick the same starting race (Nomad) This problem tend to not occur on Myrror as all Myrror races tend to appear on huge map as neutral or raider settlements without missing.
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