Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Default wizards

(October 6th, 2016, 20:02)Nelphine Wrote: I disagree that things like warlord and tactician will help an impossible ai survive early game - they all have the same increased chance to have it, but the chance isn't high enough for most of them to have it. Instead you'll just end up with 1 of those in most games on impossible, which will instead make that one ai stronger in the early game, allowing him to kill others (aside from guardian).  If that's your goal, I'd suggest alchemy and guardian, but nothing else.  (And I've never seen an impossible ai have problems with resources of either kind.  They simply wade around in massive amounts of it, and unless you can destroy it all in one turn (in which case alchemy won't help anyway), they have all they can possibly need of both without alchemy.)

Good point, Warlord and Tactician isn't very good for this purpose (tho it still helps a little if it goes to realms that have bad early games, and if not then it raises the difficulty as a secondary goal).
Impossible AI will have mana crystal troubles if they have to blast the Spell of mastery every turn on another wizard with 1000 skill. (tho not as much as before when they spent a lot in strategic combat so it might not be relevant)
Alchemy is nice for Time Stops too, or when a large war starts and there are 10-15 battles each turn.
I think I'll postpone the decision on this after gathering new statistical data from how AI performs with or without these retorts. If it unbalances the game too much I'll drop them.
Reply

Nah, the extra magic weapons still helps the early game. But it will be a much weaker pick in the long run against an archmage AI. (Actually to be honest.. whats the max strength of spell blast? I'm fairly sure an Archmage AI casting spell of mastery will have more casting skill than the max strength of spell blast, so they won't ever get a chance to try to spell blast it, just because of how long it takes to research the darn thing compared to impossible ai casting skill increase.)
Reply

(October 6th, 2016, 20:13)Nelphine Wrote: whats the max strength of spell blast?

The mana crystals in your reserve. All of them. Or we can also say there is no such thing as a max strength.
Reply

Considering the massive retort rebalancing, this had to be revised.

The current list (coming in the next update) :

Life : Guardian, Runemaster (no change)
Death : Spellweaver, Guardian (astrologer functionality moved to Spellweaver)
Nature : Tactician, Conjurer (no change)
Chaos : Chaneller, Astrologer (Archmage was used way too often and no longer offers a strong early game. Instead, the unused new Astrologer retort is added which both escalates strong late game potential, and is a combo with Meteor Storm - enemy node garrisons get wiped out, allowing the Chaos wizard to steal the nodes.)
Sorcery : Archmage, Warlord (no change)
Life+Death : Charismatic, Cult Leader (no change)
Life+Chaos : Warlord, Runemaster (no change)
Life+Nature : Tactician, Sage Master (Tactician replaced the no longer existing Mana Focusing - both realms are good at buffing armor so stacking 1 more on top is great, and these realms work well with heroes too.)
Life+Sorcery : Alchemy, Artificier (no change)
Death+Chaos : Archmage, Nameless New Retort - temporal name Attuner (Inquisitor is being removed and Conjurer isn't particularly important for these realms. As the realms are extremely focused on combat spells, Archmage is a good choice here, and both realms can utilize the overland part of it well too. Attuner with these realms adds a power and production bonus, so the AI is generally more powerful on military, economy and magic all in one, allowing faster progress towards stronger spells, more skill, better economy and more units to start battles with for casting combat spells.)
Death+Nature : Alchemy, Cult Leader (no change)
Death+Sorcery : Chaneller, Guardian (no change)
Chaos+Nature : Sage Master, Spellweaver (Mana Focusing had to be replaced here too - both realms have outstanding summoning spells and strong overland spell options in general through the entire game, so Spellweaver works well.)
Chaos+Sorcery : Runemaster. Alchemy (No change)
Nature+Sorcery : Conjurer, Archmage (no change)

The only retort not picked as default is Famous, as heroes are generally too easy to counter for a human player.
Reply



Forum Jump: