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Blessings balance?
Personally, I agree that the Nature 9 berserk bless is suboptimal compared to, say, fire weapons and don't think I'd buy up to 9 with the vast majority of strategies I might use.
To me, the gold standard is Fire 9. All other things being equal (schools of magic being assumed to be equally desirable, lower level blesses being equally desirable), blessings should match up with Fire 9. Now it may well be that all other things -aren't- equal and I'm certainly open to discussion there. Nature 9, though, seems sort of weak and even Kris seems to think that there might be room for improvement. One suggestion might be to have Nature 9 give a Sleep Vines attack or effect to existing attacks. Perhaps another might be a Gift of Health effect (which would work nicely with the Regeneration bonus). I'm just tossing this out there to open the floor for discussion. It's likely premature, given that the game isn't even in release yet, but I figure brainstorming ideas isn't a bad thing and at the least it'll pass the time until release and perhaps give Kris an idea or two for a patch down the line. Thoughts? |
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Also, out of curiosity, I'm intrigued by the afflictions bonus with Death magic. I assume the Afflictions +100% bonus means that you're essentially doubling your chance to cause an affliction with a strike? Could someone remind me (I can't remember off-hand) how afflictions are determined/calculated in the system? Has that changed at all for Dom3?
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I wonder if the affliction formula is known at all...
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Some things are known about the afflictions. I don't know the details, but I remember the exact numbers of how Curse and Regeneration affect it being mentioned few years back... At least regeneration has changed since then, though. |
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Well, again, my thoughts are "all other things being equal" -- I'm fully open to the possibility that all other things are not equal. However, Fire's got a lot going for it as a school of magic and a bless - great evocation spells, decent summons, excellent lower-level bless (who doesn't want +attack?), and an outstanding high-level bless with flaming weapons.
So, I'm not sure how other schools balance against that. I'm open to discussion, but I'd prefer that if Fire 9 is going to be the most powerful bless, then other schools should either have better 4 blesses than Fire (tough to pull at this point), better summons, better spells, or some other balancing factor to justify the weaker 9 bless. Otherwise, if all other factors are pretty much even, I'd like to see the 9 bless effects even out as well. Does that make sense? |
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Fire got nurfed in Dom3 though. From 9 AP to 6 AP damage.
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I recall someone stating that he chance to get an affliction has to do with the amount of damage an attack deals relative to the target's total HPs, and maybe even the target's remaining HPs. I don't remember who it was that was speaking about it, though.
=$= Big J Money =$= |
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Death magic 9 gives Death weapon to sacred troops. Death weapons have a CHANCE to do additional death damage to the target. Not the same thing as fire weapons. Both are magical though.
100% affilction chance is basically double chance to cause affliction to the target. Devs can correct me if I misremembered. |
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That's wonderful. Combine the increased affliction chance with the increased damage, and you have guerilla tactics that death nations can use. They can send smaller, expendable armies of undead and priests earlier in the game to attack enemies, dealing a lot of damage and afflictions before they die, ruining the larger defending armies.
Cheap sacreds like flagellants might also be good for something like this. =$= |
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Since this thread is about blessings balance, I'd like to bring something up. Unless B9 has changed, it's really lousy now. You see, you've got a choice. Take D4 which will increase your chance of immediately dealing afflictions, or take B9 which will curse units and thus increase their chance of receiving afflictions in some later (maybe to never come) battle. Hmmm, which one will I be taking?
I think it's time to change B9. If increasing afflictions is seen as a proper level 4 bless, then it doesn't really belong to be blood's level 9 bless anymore. Or, has this one changed already? I'd like to find out before I start making personal suggestions to what B9 could be instead. =$= |
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Awesome...especially because Ermor is my favourite nation. http://forum.shrapnelgames.com/image...es/biggrin.gif |
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I dunno, I think it could be good against units that are hard to crack but small in number, like ulmish infantry and cavalry. A lot of hits don't go through the armor, and those that do usually only deal minimal damage that will be healed afterward. I can also see it being good against creatures with Regen because at +350% affliction giving bonuses, even regenerating creatures that live through a battle will probably pick up a few afflictions. In my personal experience playing Ulm, I've had armies that I overestimated because I didn't realize how badly wounded they had become over time.
One good use of flagellants, I think, would simply be to use them as light infantry. The usual role of wearing out the enemy would be supplemented by their ability to deliver hampering afflictions. They'd be a walking affliction bomb. =$= |
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Nobody's saying the Death bless is a bad one, particularly when you contemplate mixing it with, say, the Water 9 bless.
I'm really more concerned about the Nature bless and, of course, curious to see what's become of Blood. |
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Well, I'll weigh in on why I think the Nature bless, if not as powerful as fire, is still in good standing.
#1 You don't need level 9 for it to be useful. #2 Level 9 is useful though, because an increase in Regen percentage coupled with the l9 ability is worth the points. #3 I am crossing my fingers, hoping that having sacred/holy commanders with easy berserk potential will turn out to be very practical. I'll counter all of that, however with this: if it's easy to get access to a spell that causes all friendly units on the battlefield to go berserk, then the bless is redundant. Actually, this is a good point by itself. When designing l9 blesses, it seems a good idea to stay away from things that can be battlefield cast (or even mass cast) anyway. Another example of why f9 is so great. So, we'll see. If all three of my above points stand true with the game, I will be happy with the Nature bless. I'm a bit curious as to why everyone has been so silent about the Blood bless, though. =$= |
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I haven't considered the balance implications, but what about a blood bless giving a slight life drain effect to the blessed units attack. Nothing fancy, just a point or two of blood sucking damage to the defender and a point or two of hp benefit to the blessed attacker?
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Afflictions in DomII worked like this:
Chance = (damage)/(remaining HP before damage) The chance was doubled (or +100% if you prefer) for cursed units, and only happened 10% of the time if you were regenerating. I think the B9 effect definitely needs to be changed. It causes a curse (only D4 as was mentioned) to the killer of the unit only if they fail a MR check. I think B9 should involve horror marks, either getting one from killing or perhaps injuring a blessed unit or when a blessed unit hits an enemy. Edit: Argh! My fomulas are wrong. Thanks for the correction! |
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Chance = (damage dealt)/(base hitpoints)*100% Cursed units had a (Chance + 25%) chance of getting an affliction. Regenerating units had (Chance/10). |
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Have we actually tested that it's base HPs? Way back when I was fooling with a teleporting Sphinx it was very noticeble that the afflictions started to accumulate rapidly when the HPs started to get low. Admittedly there will have been more hits by that stage but it didn't seem linear. Also, have you looked at dead guys? They all have afflictions.
These haven't been controlled tests but it's a strong perception -- what is the basis that it's otherwise? |
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Dead units usually have afflictions, but not all the time. |
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I was thinking about the horror mark thing too, but it should be a very low chance. Having a ton of horror marked units is not only bad, it could be tedious, right? I've actually never experienced it before.
A little bit of life drain sounds cool, too. =$= |
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*remains curious why the blood blessing has yet to be commented on by someone with knowledge*
... PS -- Someone with awesome powers should add blood slave icons to the Graemlins list. |
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That's very likely.
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Newbie question related to blessings.
I have a rainbow pretender, lvl 4 archmage, in all forms of magic. The strategy being he goes from province to province searching for magic sites, lv4 gives 100% chance of success I believe. Is this a good strategy? When my priests bless my sacred troops, it looks like I am just getting air shield, 20% missle defense. Why am I not getting the other lvl 4 blesses? Or am I and I am not noticing? If I am getting just air shield, why? This is currently in the Dominions 2 demo, other than changes in bless powers, is the bless system still basically the same in Dominions 3? Thanks in advance to anyone who shares there wisdom. http://forum.shrapnelgames.com/images/smilies/happy.gif |
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You do get the other lvl 4 blesses, at least you should. They are just less noticeable. You should see the Lesser Fear icon though.
As for all LVL 4 blesses...hmmm, I do not know. Does it work for you? |
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Other blessings are shown when you look at the affected ability. You will notice that your units will have higher attack, defence, strengh and magic resistance when blessed.
you ahould also se your units gaining fear and beserk unless you allready have it, then the value should be higher. Under fatigue you should also see that your units have reinvigoration. |
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If you don't have a reason, it's usually not worth it to take everything up to level 4. I think level 2 already discovers most sites, and 3 gets you virtually all sites. The few rare ones aren't worth the points for site-search alone. Also, as in Dom2, only the starting paths are considered for blessings. Fire 4 pretender with lots of fire boosters will only give +2 Att, and the blessing won't change if he dies or becomes mute either. One, maybe two level 4 blessings, and other paths at levels one to three, should be enough. The paths your national mages can supply can be left out altogether if you don't have spesific plans in mind. Paths only your pretender could use, but you don't plan on using, can also be left out. In Dom3, a rainbow pretender available from the very beginning can be very effective in giving your research a nice boost, and searching for sites before there are many spells that could target him. Dormant rainbow could work, but imprisoned would be too risky - unless you only wanted spesific path combinations for items, e.g. Astral/Earth or Fire/Death for spesific boosters. |
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Based on what everyone said above (thanks), just checked out my Serpent Dancers a bit more closely. It looks like they r getting all the bonuses they should get. My pretender only had 4F, 4Air, 4W, 4E and 4B, had already changed to avoid getting the magic my national mages already had. So that explains why no berserk/lesser fear.
Still a bit confused by reinvigoration +2. The only plus unaccounted for on the serpent dancers is +1 encumberance. Is this cased by +2 reinvigoration or is fatigue staying at 0 because of the +2 reinvigoration? Endoperez says:- The few rare ones aren't worth the points for site-search alone. R the citadel of Pyriphelegeton (pyromancer,adepts), the glowing hill (Daoine Sidhe), moonvine circle (enchanters) and horses vale (horse brother) all examples of rare lvl 4 sites? Got all those before turn 20 in my current game. http://forum.shrapnelgames.com/image...es/biggrin.gif |
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What pretender you used and what your scales were?
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Province where I observed my serpent dancers in battle is under another pretenders influence/dominion, -1 dominion, turmoil 1, drain 1 and growth 1. |
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Interesting, I ough to try something like that out.
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Special reinvig bonuses are shown in the "fatigue" tooltip/window, not the enc one. |
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Moonvine Circle is Nature 1. Horses Vale is Nature 0, so it's already visible when you conquer the province. The Citadel of Pyriphlegaton and The Glowing Hill are both Fire 2. These four are all Uncommon and Unique according to a list of all Dominions magic sites. Rareness doesn't always mean the more rare site is better, either. Level 4 sites are all pretty good, but there are some level 3 sites that only give you one gem, and as you found out, there are lots of very good level 2 sites. As an example, Well of Pestilence is a common Death 3 site. It increases Death scale, which makes provinces with abnormal Death scale usually a good investment for a Dark Knowledge (which finds all Death sites) even if you only have Death through random picks, but a common Death 2 mage can't find it with normal searching even if you knew that something strange was going on. However, there are other sites, even non-Death ones, that could also cause Death scale. One or two in most paths, 4 in one or two, works. In Dom3, you can't have that pretender in the early game. C'tis with Sauromancers is Early Age in Dom3, and has Heat Preference 2, so you'll have few more points to play with. Frost Father has Water 1 and Air 1. Because even one pick in a path makes a difference when you go to higher levels, he is probably the cheapest option for Water 4, and I didn't find any competitors who had 10-point paths and either Fire or Blood. With only Heat 1 and otherwise same scales, and only Dominion 5, you could have four paths at 4, and one at 2. With 40 points from Heat 2, which you'd have, you could get F4A4E4W4B4. However, you don't necessarily need Earth blessing, and Air is quite weak. You could get F4W4B4, and spend the other points on A3E2S3N2. Now you have access to much higher Astral and Nature that you normally would (well, Nature isn't particularly high, but Nature/Astral has one more path booster, Moonvine Bracelet). E2 is enough for a booster, S2 and S2E2 get you two Astral boosters, etc. Nature 2 is also what is needed for the first Nature booster, and with a Thistle Mace, your Shamans can cast Haruspex, the site-searching spell for Nature sites. It finds every nature site in the chosen province. This still isn't optimal, but it's pretty good. It's more cost-effective than your build. Of course, there are other builds which could use paths similar to those you used. Fountain of Blood, as an example, could be used for B4 or maybe even 6, and summon some demons with those varied paths. Demon Knights, Storm Demons, plain old Devils, Blood items... Fire, Water and Blood would help you a bit in the beginning, giving you more powerful sacreds. Earth also has its uses, if you use Shamans in communion, or as battle casters with path boosters. |
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where is the list of all sites?
found it |
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I posted some examples of extreme bless. I was able to get all 4's and 1 or 2 9's depending on the pretender. You tended to take low dominion stregth and tried to stay outside of your dominion since it was all harmful scales but for some nations that wasnt so bad either.
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That sounds insane. I hope I don't see that happening too often in my MP games. Troops with every level 4 blessing seems....well, retarded to me. At least the pretender doesn't come out for ~36 turns to rainbow search.
=$= |
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You mean the sleeping-god start?
I did that in Dom2. Im not sure what I can get in Dom3 using the new sleeping rules. |
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That kind of pretender is OK for ashen empire. as every gem may be alchemized to death to spawn more commanders.
its a standard to me in those themes. in Dom3 you are not forced to have a sleeping god. |
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That's a bit off-topic, but I always wondered...
What effect does Blood blessing have on Mictlan Sun Warriors ? They have javelins, you know. And both range and power of javelins are based on strength. If I remember correctly, range is strength/2. The question is: does Blood blessing actually make javelins better ? It should increase their range, but does it have negative effect on accuracy or what ? I ask because it would make sense that it's harder to hit a target that's further away, and units tend to throw javelins from max range. So would Blood blessing work in my favor when using javelins ? I assume Sun Warriors are still present in Dominions3. |
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