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[Spoilers - Flauros (sunrise089 and darrelljs)]

With Sciz dead uberfish was finally able to trade maps smile.

Darrell
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Interesting fact...Nox Noctis works even if you aren't in CoE frown.

Darrell
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Nothing really to report...En-Kai was taken by uberfish, he needs a turn to rest up and we will combine our stacks (finally) on the forest hill SW of Helios. I'll bring 28 Vampires, two Ritualists and Hunter to the party. I think uberfish will have eight Rathas and three Ritualists, not to mention several Priests of Leaves and some Adepts with Rust. So on his turn, Rust, Blind, Tiger fodder. On my turn, Skeletons, Spectres, Vampires as needed.

I really need to figure out the endgame a bit better. Rathas and Druids and Nox Noctis and Elven movement through forests? Tough. Very tough.

Darrell
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Okay, one more turn twiddling thumbs. Next turn, I blast in and summon 28 Skeletons, plus some rings of fire. Then, following turn we go in.

Darrell
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What AoE spells "see" invisible units? Pillar of Fire I think doesn't (low confidence on that) but like Snowfall should, right?

I'm not convinced we CAN attack elves with perfect invisibility (Empy abilities don't counteract the CoE shrine special, right?) but I'm trying to think through it...
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Looks like we need Chalid.

Darrell
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sunrise089 Wrote:What AoE spells "see" invisible units? Pillar of Fire I think doesn't (low confidence on that) but like Snowfall should, right?

I'm not convinced we CAN attack elves with perfect invisibility (Empy abilities don't counteract the CoE shrine special, right?) but I'm trying to think through it...

Units are always visible in cities. Each time you take a city and tiles pass out of Elven culture, any units on those tiles should become visible.
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Dave! SL posted some resist info in his thread. Do you know all there is to know about resist magic?

Darrell
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darrelljs Wrote:Dave! SL posted some resist info in his thread. Do you know all there is to know about resist magic?

Darrell

Um, no. I looked up the code for resistance, but there's a subroutine call that introduces some extra factors I didn't include (like Bone Palace giving an extra +50% resist?). Here's what I posted "elsewhere":

DaveV Wrote:Base resistance to Blinding Light is 30%.

There's always a minimum 5% chance of resisting. Defender gets +10% for being in a city, +20% for a hero, +25% for Jade Torc, +20% for Magic Resistance, +20% for Tower of Alteration, +20% if cast by puppet.

Caster gets -10% for channeling II and another -10% for channeling III, -10% for Potency, -5% for each level of metamagic, -20% for Tower of Alteration, -50% for Avatar.
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Great! How did you find the 30% for Blinding Light?

I'm going to do updates again starting next turn, now that I am out of FFH3 and the PBEM20 map is done. Suffice it to say we are waiting for Fireballs and Chalid.

Darrell
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