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-   -   MA C'tis question (http://forum.shrapnelgames.com/showthread.php?t=46394)

Hylobius September 27th, 2010 11:00 PM

MA C'tis question
 
Could someone explain to me how miasma works for MA C'tis. Is there a percent chance for each unit to become diseased each turn in a location under C'tis dominion?

Thanks

OmikronWarrior September 28th, 2010 02:24 AM

Re: MA C'tis question
 
I am fairly certain there is an MR check involved, so high MR units do have some protection. I am less certain if a low Dominion means a smaller chance of risking disease to begin with however.

Quitti September 28th, 2010 03:27 PM

Re: MA C'tis question
 
Cold blooded units and commanders will not get diseased by miasma. Ever.

Anyway, there's some % check involved for the rest of them.

Foodstamp September 28th, 2010 10:29 PM

Re: MA C'tis question
 
Dominion does play a role. The stronger the dominion, the higher the chance. Also, it is worth noting that undead units will become diseased in Miasma, but they will not gain afflictions or lose HP.

LDiCesare September 29th, 2010 02:47 PM

Re: MA C'tis question
 
Cold blooded + swamp survival grant immunity.

iRFNA September 29th, 2010 02:53 PM

Re: MA C'tis question
 
This is why I've been warning you about MiasmaCare. C'tisian healthcare reform will be the death of us all!

Nauquan September 29th, 2010 04:23 PM

Re: MA C'tis question
 
Commanders can get diseased if they are not cold-blooded or have swamp survival.

Undead can get diseased, but it doesn't affect them.

Hylobius September 29th, 2010 06:56 PM

Re: MA C'tis question
 
Thanks for the input guys. Out of curiosity I ran a short test and the disease rate among my units within MA C'tis Dominion was about 10% per turn.

Foodstamp September 29th, 2010 07:47 PM

Re: MA C'tis question
 
It varies with Dominion. In one MP game I was in as MA Ctis, I found a Library at the edge of my territory, where I had low dominion. My sages rarely ever got diseases. Later in the game once I had pushed my dominion to 10 in that province, The sages became diseased MUCH faster, the difference is very noticeable.

Hylobius September 30th, 2010 08:29 PM

Re: MA C'tis question
 
Are there any items that give disease resistance? I had a look through the manual and nothing jumped out at me.

Thanks.

iRFNA October 1st, 2010 12:02 AM

Re: MA C'tis question
 
I can think of something.. It's called murdering the lizardcrats.

LDiCesare October 1st, 2010 06:07 AM

Re: MA C'tis question
 
There's nothing to protect oneself from the lizards stench. Best bet is to die and be reborn as an undead. Immortality and recuperation help too, but can't be acquired either.

Hylobius October 1st, 2010 05:18 PM

Re: MA C'tis question
 
Trouble maker :re:

Quote:

Originally Posted by iRFNA (Post 759674)
I can think of something.. It's called murdering the lizardcrats.


Meursy October 1st, 2010 07:16 PM

Re: MA C'tis question
 
@Hylobius

You can give a diseased commander a regneration item, and that will slow down the hit point loss quite a lot. Instead of losing 1hp a turn, you only lose 1hp a year, in Late Winter.

Also, if your diseased commander is low on hitpoints, a good trick is to bring them into a combat. They will regenerate back up to their maximum base hp eventally, depending on what that amount is and their regen rate.

As a side note here be careful if you're using the Lycanthropes Amulet to get your regen. If you send someone wearing that into battle they'll beserk and charge straight towards the enemy! It's the cheapest item to get regen however, the other regular options being a regen ring or hydra armour, both N2.

So in theory you can keep your diseased commanders alive forever, though it costs you in nature gems and micromanagement.

Regular units are pretty screwed however, unless you have some sort of healing unit available, the Gift of Health global enchantment, or The Chalice, which is a unique artifact.

I often pick out my most affliction screwed units and put them in front of my armies to catch arrows/lance charges.

thejeff October 1st, 2010 10:43 PM

Re: MA C'tis question
 
The other common regen item is a Shroud, if you've got a N4+ bless. Which is pretty common, partly for that purpose.

LDiCesare October 2nd, 2010 02:03 AM

Re: MA C'tis question
 
Regen is of little help against afflictictions however, and disease tends to pile them upon you. When your commander is feebleminded, blind, crippled, chest wounded and lost an arm, he's no longer as useful as he used to be.

Meursy October 2nd, 2010 06:00 AM

Re: MA C'tis question
 
Yeah, it's true that being diseased increases your chances for further affliction accumulation, and it always sucks to lose a mage to afflictions, but you generally get quite a lot more usefulness out of your mages before you have to kill them off in battle if you give them regen. It's almost always worth the investment if you can afford the gems.

A possible exception could be old age mages. I've noticed that mages who are already in old age and diseased (e.g. Abysian ones) tend to accumulate those extra afflictions at a significantly higher rate than non old age mages. Whether this is only due to the Late Winter affliction/disease check or applies every turn I don't know. I'm talking in a timescale of a year to two years game time (which is already a lot for your typical MP game). This info might be applicable to longer timescales but I'm not as sure.

I'm still giving old age disease mages at least a Lycanthrope amulet if possible though!

And out of those afflictions that LDiCesare mentioned, only feeblemind, and to a lesser extent mute, really hurt your mages (the only commanders worth worrying about generally). Obviously physical afflictions might prevent the mage contributing in battle, but you'll have plenty of affliction free mages for that. Keep your cripples in the lab!

Soyweiser October 2nd, 2010 10:30 AM

Re: MA C'tis question
 
I agree with the use of regen items. And another thing, these items never go out of fashion. You can always use shrouds (if you have a regen bless) or rings of regen. And you get some more turns out of your mages, and if you need the regen items somewhere else, you can always let the mage die a little bit. I disagree with the lycanthrope amulet. It cannot be moved, and auto berzerk sucks on mages. (So the enemy is at your research base? To bad you cannot use all your mages as artillery because you gave the old ones auto berzerk items).

But I wonder if this is really the most efficient use of mage time. If you know you are going to use the regen items later, and you already have spare hammer time, it might is. But it does cost one mage to create the items (probably at higher gem cost). So the question to ask is, is this mage so useful that I can spend one mage turn (and his RP), and 3/2 gems on his survival? (Some times it is some times it isn't, say you have a Gygja who gets a disease, it takes 38(!) turns for it to die. So I wouldn't bother unless he?she?it? has very good randoms. But if you have a diseased sybil (8 hp), and some indy mages with n2, get a ring of regen. (Indy mage RP4, Sybil RP6, cap only)(*)).

But the abysian mages tend to get old faster because fire magic is bad for you. (The use of these magics consumes your life-force at the same rate it consumes your enemies ;). Very thematic (or, for roleplay reasons as Gandalf would say ;))).

Look at the Edi FAQ ageing mechanics:
http://dom3.servegame.com/wiki/User:...ging_mechanics
(Which is excellent, and a must read btw). And the wiki page on old age:
http://dom3.servegame.com/wiki/Old_age

So, looking at the FAQ/Wiki what else did we discover? Well, if you give your old age mages nature magic during the winter, their max age increases! And death magic decreases chances. So in winter, move those nature/death boosters onto your old age units. (**)

*: Of course, forging a item means your haruspex site searching is a turn later, which is a potential sites later etc.
**:Of course, only if you have spare ones. Don't wait a turn casting your spells etc, just to save a potential old age affliction. But you get the point. It is all trade-offs. Limited by the amount of min maxing and thinking you want to do about it.

RamsHead October 2nd, 2010 07:59 PM

Re: MA C'tis question
 
Most of this has already been covered, but I will quote myself from a post I made years ago on this topic.

"Being coldblooded, lifeless, a demon, or having swamp survival makes you immune to the Miasma."

And then there is the undead thing, which people already mentioned.


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