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-   -   Spell Fatigue (http://forum.shrapnelgames.com/showthread.php?t=17144)

aldin December 30th, 2003 12:03 AM

Spell Fatigue
 
Okay, I want to make sure I really understand this. In my own words:

1) When a unit has 100 fatigue it falls unconscious and will then recover fatigue until fatigue hits 0 at which point the unit becomes conscious again.
1a) Magic effects created by the unit do NOT go away just because the unit becomes unconscious.
1b) Greater fatigue (150? 200?) will cause the unit to die.
1c) In a master/slave relationship only the slaves take fatigue (they share the total fatigue proportionally across however many slaves there are).

2) Having more spheres than required lowers fatigue cost using the following progression; 1,1/2; 2,1/3; 3,1/4; 4,1/5; 5,1/6; etc.
2a) Slaves not only spread fatigue among themselves, they also add to the master's spheres and thus lower overall fatigue.
2b) Multi-college spells are easier to lower the cost of because you can exceed the required spells in both colleges to additively cut the cost. Example: A 2D2N mage casting a 1D spell would cast at 50% fatigue cost, but would cast a 1D1N spell at 33% fatigue cost.

3) Encumberance modifies fatigue by adding 'spell casting encumberance' to fatigue each time a spell is cast.

4) Heat/Cold add 1 point of fatigue per casting for each scale of difference between the province level and the caster's ideal scale.
4a) Cold-blooded casters take 3 points per casting instead of 1 in cold provinces.

5) Casters with reinvigoration will recover their reinvigoration value in fatigue each turn.

Thanks in advance for the correction I'm sure many of you will offer. I just see a lot of spells that are fatigue 100+ and I'm trying to see how those are cast (and also to figure out how to balance my caster's fatigue against what they cast). Have I missed anything (not counting movement and combat) that adds to or subtracts from a caster's fatigue or alters the fatigue cost of spells?

~Aldin

PvK December 30th, 2003 01:22 AM

Re: Spell Fatigue
 
I'll let more expert folks cover the details, but on point 1), I think units regain consciousness as soon as they go back below 100 fatigue - they don't have to rest all the way back to 0.

As for casting the 100-fatigue spells, it will tend to knock out a caster with the same level of power as the spell required. As you noted though, having more power cuts the fatigue to half or better.

PvK

Whismerhill December 30th, 2003 04:34 AM

Re: Spell Fatigue
 
1) Pvk is true
the unit regain conciousness once its fatigue hits 100 and less
and (and probably the unit will do something and re-lose its conciousness again)

1a) yes
1b) 200
1c) yes
2) yes
2a) yes
2b)yes
3) yes

4) don't know
4a) this one neither

5) yes

globally the most powerful casters are those than have not only power but also some kind of reinvigoration to allow them to keep casting & casting & casting

if you could reduce fatigue to zero on a necromancer of example
in a deathmatch condition it could be very difficult to get to hit it in melee as he will keep casting undead & undead
(in deathmatch arena it happens often that somme AI fighters are overrun by the undead of ermor)

Wendigo December 30th, 2003 06:47 AM

Re: Spell Fatigue
 
2b) Only proficiency in primary requirement influences fatigue from multipath spells, IIRC.

Arralen December 30th, 2003 10:19 AM

Re: Spell Fatigue
 
Note:
A unit reinvigorates, regardless if it is unconscious or not.

I'm not shure if it is 5/turn if conscious, though, might as well be 3/turn.

A.

Jasper December 30th, 2003 11:54 AM

Re: Spell Fatigue
 
Units don't normally recover when conscious, unless they have some sort of reinvigortation effect.

Arralen December 30th, 2003 12:05 PM

Re: Spell Fatigue
 
Mmmh, strange. I'm pretty shure I had some unit reinvigorate which couldn't have been subject to bless effect simply because they wheren't holy.

That would make earth-4 even more appealing for all races that have blessable troops with high encumbrance, and would really beef up the amazone riders ... .

A.

[ December 30, 2003, 10:21: Message edited by: Arralen ]

Wendigo December 30th, 2003 12:11 PM

Re: Spell Fatigue
 
Did your test take place in a land of magic Arralen?

I recall that back in Dom I the magic scale acted like a reinvig item for mages (or extra fatigue with drain).

Arralen December 30th, 2003 12:24 PM

Re: Spell Fatigue
 
Quote:

Originally posted by Wendigo:
Did your test take place in a land of magic Arralen?
I recall that back in Dom I the magic scale acted like a reinvig item for mages (or extra fatigue with drain).

<font size="2" face="sans-serif, arial, verdana">.. maybe your're right here.
That's what I like 'bout DOM .. you'll never stop learing new facets of the game http://forum.shrapnelgames.com/images/icons/icon12.gif

aldin December 30th, 2003 07:44 PM

Re: Spell Fatigue
 
Thanks for all the answers!

Wendigo, can you verify the multi-sphere bit? How is the "primary sphere" determined?

~Aldin

Taqwus December 30th, 2003 07:58 PM

Re: Spell Fatigue
 
Don't forget that extra gems/slaves can be consumed to reduce the fatigue caused by casting spells (but not the encumberance-based fatigue).
In addition, fire spells incur more fatigue during rain.
Once fatigue hits 100, 5 fatigue is recovered per turn -- but only until fatigue drops below 100, at which point the caster is barely conscious. The next spell will probably knock him out again. Item (e.g. Boots of the Messenger, Amulet of Resillience) / spell (e.g. Summon Earthpower) / blessing (earth 4+) reinvigoration takes place even when conscious 'tho. Item negative reinvigoration (flame helmet) takes place constantly as well.
Primary spell path = first path listed with spell. Blood is always primary if present.
Communicants keep absorbing fatigue even when unconscious. A long battle or one with too many communion/sabbath masters can kill all your communicant/sabbath slaves.

mivayan December 31st, 2003 12:38 AM

Re: Spell Fatigue
 
Quote:

2a) Slaves not only spread fatigue among themselves, they also add to the master's spheres and thus lower overall fatigue.
<font size="2" face="sans-serif, arial, verdana">I dont think higher skill lowers fatigue when communion slaves are involved.

Can anyone explain the following:
An arch theurg with 1 fire magic casts communion master, then fire flies (20 fatigue). He has 8 encumbrance but loses 9 fatigue from the fire flies (why 9 and not 8?). The two communion slaves with 4 encumbrance each loses 18...

Noone is wearing armor, no magic scale in the province.

The only explanation I can think of is that the slaves each get half the spell fatigue and double the encumbrance, is this correct?

If the slaves encumbrance is added, that would explain why they get fatigue when the master casts smite (0 fatigue).


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