September 30th, 2013, 05:22
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Quote:i like, that but weapons immunity should probably get special consideration. for example, i could still use my fists instead of my sword. maybe weapons immunity halves the attacking strength?
That is entirely possible to configure, for now, Ill leave it as is.
September 30th, 2013, 10:38
(This post was last modified: October 1st, 2013, 03:34 by Asfex.)
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(September 30th, 2013, 02:40)VM Wrote: How does invulnerability work? Does it automatically block 2 damage from each attack, or does it prevent the first 2 damage that went trough shields? Does "for each attack" mean each complete attack, or each stage? (eg, 5melee+5thorwn would do 8, or would it do 6?) it block 2 damage for each attack,per figure, after it penetrates the shield. does not protect against "automatic damage" like doom bolt or black sleep.
5melee+5 thrown convert to 10 damage, then blur apply, then shields apply , then immolation (on defence unit) apply, then invulnerability.
if it was 5 firebreath attack + 5 melee, then invulnerability would apply twice ( like shields).
September 30th, 2013, 14:39
(This post was last modified: September 30th, 2013, 14:40 by I like Serena.)
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(September 30th, 2013, 02:40)VM Wrote: How does invulnerability work? Does it automatically block 2 damage from each attack, or does it prevent the first 2 damage that went trough shields? Does "for each attack" mean each complete attack, or each stage? (eg, 5melee+5thorwn would do 8, or would it do 6?)
In each phase of an attack, whenever a figure in a unit hits, the first 2 points of damage that get through the shields are ignored.
--I like ILSe
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Meh, another thing that will be different from original then. My version will block 2 from any damage that uses shields as defense. Including doom bolt and such. Otherwise I will have to code it as an "exception to the rule", and reMOM is already chock full of such things.
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Doom type damage doesn't use shields as defense -- it's "automatic hit, no defense".
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Indeed doom uses resistance rolls, except it ignores them. This causes magic immunity, which would rise resist to 50, to completely fail to protect against doom gaze. In my implementation, doom damage can be configured to use resists or shields to ignore.
The question is: should magic immunity protect against doom gaze? Should Invulerability remove 2 damage from doom gaze? It is damage dealing, after all.
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(October 1st, 2013, 14:08)VM Wrote: The question is: should magic immunity protect against doom gaze? Should Invulerability remove 2 damage from doom gaze? It is damage dealing, after all. Doom gaze (and doom magic weapons) are underwhelming enough as it is, no need to make them worse.
October 1st, 2013, 15:25
(This post was last modified: October 1st, 2013, 15:26 by I like Serena.)
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(October 1st, 2013, 15:18)Anthony Wrote: Doom gaze (and doom magic weapons) are underwhelming enough as it is, no need to make them worse.
How so?
I consider doom gaze nicely balanced.
It's almost impossible to kill chaos spawns with melee units.
Only with shooters do they suddenly become easy.
Let me guess, that is your favorite fighting stack?
If we want to improve the chaos spawn, he should have missile immunity!
And doom magic weapons (aka Chaos weapons) do fixed half damage regardless the defense of the defending unit.
It's only that it is so hard to get Chaos weapons that I don't usually use them.
But if I find a Chaos weapon, I'm quite happy with it.
--I like ILSe
October 1st, 2013, 16:20
(This post was last modified: October 1st, 2013, 16:23 by Anthony.)
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(October 1st, 2013, 15:25)I like Serena Wrote: It's almost impossible to kill chaos spawns with melee units. Doom gaze isn't a big part of that -- stuff that's much bothered by a 4 point doom gaze is also going to have a lot of trouble with stoning gaze -4 and death gaze -4 -- plus chaos spawn can fly, so unless you've got barbarians or draconians they can't actually engage the chaos spawn.
(October 1st, 2013, 15:25)I like Serena Wrote: Only with shooters do they suddenly become easy.
Let me guess, that is your favorite fighting stack? Shooters are the best units in the game.
(October 1st, 2013, 15:25)I like Serena Wrote: And doom magic weapons (aka Chaos weapons) do fixed half damage regardless the defense of the defending unit.
It's only that it is so hard to get Chaos weapons that I don't usually use them.
But if I find a Chaos weapon, I'm quite happy with it. Well, it's 2,000 energy, it ought to be good. On the other hand, with the same books and cost required to create a chaos weapon, you can create a +3 to hit lightning weapon. On a level 1-2 hero (no to-hit bonus), the +3 lightning weapon is better if attack > 1.5x target shields. On a level 3 hero (+1 intrinsic hit bonus), the +3 lightning weapon is better if attack > 0.75x target shields.
Your best case for a doom weapon is an axe hero (because they attack twice, meaning shields apply twice, and axes have a max to hit bonus of 2), and even then at level 3+ you're probably better off with a lightning weapon (plus, it's 400 energy cheaper).
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This aint the place for this discussion. The bottom line is, that I will create a config file as close as I find convenient regarding development time cost, and then people will be able to mod it, if they dont like it enough.
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