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Priests have twice as many hit points as magicians. Shaman are a lower tier, cheaper unit than Priests or Magicians.

Magicians always had Missile Immunity, it wasn't changed. They need it otherwise they would be countered by the 4 times cheaper Bowmen unit (they can both kill each other in one shot but you can buy 4 bowmen for the same price so the bowmen win.)
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(January 20th, 2021, 23:59)Seravy Wrote: Magicians always had Missile Immunity, it wasn't changed. They need it otherwise they would be countered by the 4 times cheaper Bowmen unit (they can both kill each other in one shot but you can buy 4 bowmen for the same price so the bowmen win.)

I think it would still be worth looking into reducing the AI's dependance on magicians for garrisons, the problem with magicians is that they effectively counter a lot of normal units with no effective normal unit counters in turn unless you buff all your units with Elemental Armor or Magic Immunity, which are rare and very rare spells in two realms and thus easily missable and not particularly reliable. Having mid game garrisons consistently be magicians is also fairly dull and tedious to play.
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(January 20th, 2021, 23:59)Seravy Wrote: Priests have twice as many hit points as magicians. Shaman are a lower tier, cheaper unit than Priests or Magicians.

Magicians always had Missile Immunity, it wasn't changed. They need it otherwise they would be countered by the 4 times cheaper Bowmen unit (they can both kill each other in one shot but you can buy 4 bowmen for the same price so the bowmen win.)


I would say that for magician to be killed by 4 bowman which have the same cost is rather normal and realistic, and odd is also not that bad toward magician without missile immune either as if magician has no range penalty while bowman would, and even better if magician is on defend side which it could attack fist thus reduce the odd of enemy or cast guardian wind which is very unmissable sorcery spell which would render those bowmen completely useless unless they able to do melee in number.
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You can buy 4x as many bowmen as Magicians, but you can't put 4x as many in one stack. Also, a Magician damaged to one figure can still wipe out a Bowman unit with a full-strength Fireball, while a damaged Bowman unit isn't much threat.

I don't have a suggestion for how to do it, but I think the game would be better if Magicians didn't obsolete Bowmen, and that garrisons with both types together would be stronger than with only one.

Hmmm, would the game be improved if older units gained new abilities later in the game (year might be better than XP, due to Heroism). If not upgrading units, as done in Civ, then the addition of new abilities or buffs for existing stats could make it worthwhile to keep those old Swordsmen and Bowmen (and Spearmen?) around. Is sending them off on suicide missions to wear down opponents better? Is the tedious micromanagement of moving them to cities less likely to be attacked (making room for superior garrison units) better?
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1 Bowmen beating 1 magician is a problem to begin with, being able to buy the bowmen at 1/4 the cost only makes it that much worse.

Why would Magicians obsolete bowmen though? The AI almost never attacks your cities using magicians, and bowmen are a mostly garrison/lair hunting unit.
If you attack a city using bowmen, then enemy bowmen shoot first and kill yours on top of being protected by walls. So bowmen garrisons counter attacking bowmen almost as well as magicians, there is no difference.
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It seems thematic for magicians to dominate other normal units, given that Caster of Magic is about magic dominating. For balance purposes, I agree with Seravy, Magicians should be far superior to bowmen given their cost and the building requirement. They should also generally defeat most Arcanus advanced units in garrison battles due to first-turn advantage, being the strongest available ranged normal unit. The counter to Magicians is using magic, through enchantments or summons.

Besides, there are a few shielded units that do well against magicians, such as gladiators and crusaders. You only need Life's common buffs on gladiators to boost them up to 13 effective shields 40%, which easily tanks magicians' 7 attack at 30%.

You also don't need Elemental Armor, the common Resist Elements in Nature is already a pretty strong counter and extremely cheap to cast. Adding Resist Elements to the above buffed gladiators would boost them to 17 effective shields, and one unit would easily destroy an entire garrison.
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So how missile immunity really work? How does it effect arrow and stone missile? should both of them act differently? I still could wrap my head around how magician could be immune to large stone boulder drop on their head or cannonball hit their stomach at speed approaching speed of sound.

And does rogue shot exist in MoM and CoM? I watch Anskiy's livesteam and see heroes with high armor stat (if I recalled correctly, above 20) and elemental armor buff on item get single deadshot from water elementals in sorcery node after several shots which given no to almost no damage to it at all (I have impression that it is suppose to almost immune to those damage at that point).

And is there any retort which suitable for player who prefer to be enchanter wizard (play mainly on unit/city enchantment and curse)? If not then I think there should be a retort which make wizard excel on unit/city enchantment and curse in both upkeep and casting cost as alternative to conjurer (expert on summon).
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Spellweaver is good for enchanting.
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(January 23rd, 2021, 01:25)Suppanut Wrote: And does rogue shot exist in MoM and CoM? I watch Anskiy's livesteam and see heroes with high armor stat (if I recalled correctly, above 20) and elemental armor buff on item get single deadshot from water elementals in sorcery node after several shots which given no to almost no damage to it at all (I have impression that it is suppose to almost immune to those damage at that point).

The water elemental has 16 attack at +2.  The defender had 14 defense + elemental armor(8) ==> 22 defense at +1

Try the battle calculator at: https://masterofmagic.fandom.com/wiki/Ad...Calculator

0 damage 66.306%
1 damage 11.080%
2 damage  8.716%
3 damage 6.137%
4 damage 3.853%
5 damage  2.148%


On average 0.8 damage is taken each attack... but most of the time you take 0 damage-- so you may be lured into false sense of security/immunity.  She was exposed to 18 total such attacks... so expected damage is 14 ... and only 13 hit points.

>5% of the time will take 4+ damage --
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In game text said elemental armor add 12 defense in CoM, are you sure it is just 8?

And why water elementals is overland summons while all other elementals are battlefield summons?
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