Baalz |
February 25th, 2010 03:23 PM |
Re: Heat scales
Quote:
Originally Posted by zzcat
(Post 733325)
According to the manual, a freezing unit takes fatigue damage each turn until it thaws. The chance of thawing is
25% + cold resistance + (heat scale x6), and the chance of fire going out for a burning unit is (25% + fire resistance + (cold scale x5) +100% if it is raining).
IIRC flames from the sky is not affected by scale.
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Yeah, the temp scale really makes a considerable difference for being frozen/burning. Being in cold-3 with no cold resistance means getting frozen is pretty much a death sentence in most cases unless your side wins the fight very quickly. The difference between having a 25% chance of becoming unfrozen and a 7% chance is night and day, and you can sometimes even die from fatigue damage even if the enemy never makes it over to you. Burning is a bit less dramatic as it is most effective against chaff units that aren't too scary, but being frozen will drop the most elite units in the game if they're not resistant. Dropping wolven winter can be very powerful move even when your own units don't have cold resistance if you're going to be dropping a bunch of cold evos. Those E/N blessed palashankas might be mostly ignoring the damage your falling frost is doing, but when they subsequently pass out in front of your front line they stop laughing real fast (they halve their movement being frozen as well, giving the fatigue that much more time to mount). Numbness is an awesome low level sniping spell in this situation as with a range of 30 and a precision of 100 it'll put a powerful hurting on the biggest guys lined up against you - can certainly be worthwhile to even use W gems to cast it a couple times with a W1 mage in a pinch.
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