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Re: Multiple Repels?
In fact, I think Wick was referring to this piece of information:
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Also, I had thought (for a LONG time) that repel deals one point of armor negating damage. The fact that high armor on the attacker helps against repel wasn't metnioned IN THIS THREAD previously, although it is found from the manual, from the section you said it would be in. |
Re: Multiple Repels?
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Calm down first, and then post your message. (preferably, with less CAPS and bold) |
Re: Multiple Repels?
Keep it civil please. There really isn't much to get angry about - if you can't get through to someone let it be. Getting angry wont help anyone.
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Re: Multiple Repels?
Well, as long as we're all agreeing about that let's try another question. Can weapons like sleep vines & wails which don't do any normal damage repel?
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Re: Multiple Repels?
"D[efender] generates a damage value and A[ttacker] generates a protection value. If the damage value is greter than the protection value, A[ttacker] takes one hit point of damage."
Judging from this, if this is accurate, I'd quess that Sleep Wines and Wails etc. couldn't give that 1 hp of damage. They could, however, cause the attacker to abort its attack, as the morale check doesn't ask for weapon's damage. It'd be better to test it, however. This is all theory, and as I read in a sig yesterday (BTW, Wick, welcome back! http://forum.shrapnelgames.com/images/smilies/wink.gif): "In theory, practice and theory are very similar. In practice, they are often quite different." |
Re: Multiple Repels?
Well, I'd guess the same theory.
Testing this one looks painful. I guess modding to get two units identical except for weapon length and then running battle tests against manikins would do it. I think I've failed my morale check (but didn't take any damage). |
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