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-   -   Poisoned Weapons and Etherealness ??? (http://forum.shrapnelgames.com/showthread.php?t=20298)

Cohen August 12th, 2004 07:06 AM

Poisoned Weapons and Etherealness ???
 
In 3 of my games, it happened that Tritons killed my GK with ease, often if the 1st round of combat, swarming him.

Once however my GK had over 70 hit points due to high dominion ... but he was killed too in the 1st round of combat.

I'm thinking a poisoned weapon ignores Etherealness just as a magic weapon. It is right?
My GK wasn't poisoned since it's Poison Immune 100%.

Another question about poisoning ...
Does Manikin/Mandragora attacks are poisonous?
I managed to lose 2 Arch Devils sending them in battle against a CW Pangea army. They were both equipped with Snake Ring, but soon they got 100-200 fatigue and got slaughtered.
I believed that the Snake Ring would keep them safe from that ...

Wuppin August 12th, 2004 08:22 AM

Re: Poisoned Weapons and Etherealness ???
 
Quote:

Another question about poisoning ...
Does Manikin/Mandragora attacks are poisonous?
I managed to lose 2 Arch Devils sending them in battle against a CW Pangea army. They were both equipped with Snake Ring, but soon they got 100-200 fatigue and got slaughtered.
I believed that the Snake Ring would keep them safe from that ...

The reason for this is that their attacks are not at all poisonous. PR will not help you [img]/threads/images/Graemlins/crazy.gif[/img]. This is becasuse Manikins and mandragoras have sleep vine attacks that cause LOTS of fatigue damage (33 fatigue damage per successful hit and 3 or 6 attacks depending on the unit). High armor can reduce this somewhat and MR can negate it, but in the case of mandragoras having 6(!) attacks per unit some of these are bound to penetrate. Then, once you are passed out, they are a shoe in to hit with their "claw" attack and kill that poor evil devil. Hope this helps.

Molog August 12th, 2004 10:08 AM

Re: Poisoned Weapons and Etherealness ???
 
Does protection really help against sleep vines?

High defense might also help as the vine critters have a low attack rating and sleep vines have -1 to attack already.

Cainehill August 12th, 2004 11:11 AM

Re: Poisoned Weapons and Etherealness ???
 
Quote:

Does protection really help against sleep vines?

High defense might also help as the vine critters have a low attack rating and sleep vines have -1 to attack already.

But every attack after the 1st gets a bonus to attack. I'm not sure that this means the sleep vines go : -1, 0, +1, +2, +3, +4 for a single manikin / mandragora, or -1, -1, -1, 0, 0, 0. But even then the next one gets +1, +1, +1, +2, +2, +2.

Graeme Dice August 12th, 2004 11:25 AM

Re: Poisoned Weapons and Etherealness ???
 
Quote:

But every attack after the 1st gets a bonus to attack. I'm not sure that this means the sleep vines go : -1, 0, +1, +2, +3, +4 for a single manikin / mandragora, or -1, -1, -1, 0, 0, 0. But even then the next one gets +1, +1, +1, +2, +2, +2.

It's not a bonus to attack, but a negative to defense.

Taqwus August 12th, 2004 11:30 AM

Re: Poisoned Weapons and Etherealness ???
 
The fatigue damage of Sleep Vines is armor-negating, I'm pretty sure.

They're brutal, en masse; if you're an SC with, say, four squares of two-vine mandragoras attacking you, that's 4 sq * 3 m/s * 2 vines * 3 att/vine = 72 vine attacks per turn... and the usual wraith sword won't be able to restore any fatigue by draining them. They still might not hit that often, since they're not exactly great warriors, but perhaps often enough...

Defense will help somewhat, but against that swarm of attacks you'd want a damage shield to kill the mandragoras and keep the number of attacks down; in particular, an astral shield should paralyze the mandragoras before they actually check to hit you, IIRC. The vines are also long, making it tough to repel them (either length 4 or 5, IIRC; if length 4, then a Dancing Trident, Machaka Spear or similar weapon should be able to. I don't know whether a Banshee's Wail (length 6 http://forum.shrapnelgames.com/images/smilies/happy.gif ) can repel.)

archaeolept August 12th, 2004 12:34 PM

Re: Poisoned Weapons and Etherealness ???
 
Quote:

and MR can negate it

really? there's an MR check??

Sheap August 12th, 2004 01:55 PM

Re: Poisoned Weapons and Etherealness ???
 
Quote:

In 3 of my games, it happened that Tritons killed my GK with ease, often if the 1st round of combat, swarming him.

Once however my GK had over 70 hit points due to high dominion ... but he was killed too in the 1st round of combat.

I'm thinking a poisoned weapon ignores Etherealness just as a magic weapon. It is right?

Nope, that's just how Tritons are. If your SC relies on spells for his power, as the GK does, then tritons - or any horde of strong flying units - will be very problematic. With Tritons you will be facing 27 attacks per turn - even with etherealness you are going to be hit a lot and it only takes a couple of lucky rolls in this case to wipe you out.

Vynd August 12th, 2004 02:19 PM

Re: Poisoned Weapons and Etherealness ???
 
Quote:

With Tritons you will be facing 27 attacks per turn - even with etherealness you are going to be hit a lot and it only takes a couple of lucky rolls in this case to wipe you out.

Yeah, I think Sheap has the answer here. Etherealness is good for stopping attacks from hitting, but it doesn't do anything to reduce the damage from those that do hit. That's what you need Mistform for. But against a bunch of Tritons you'll never get a chance to cast it.

Arryn August 12th, 2004 03:43 PM

Re: Poisoned Weapons and Etherealness ???
 
At the risk of stating the obvious, isn't it the purpose of giving a unit orders to Bodyguard just so you can prevent such things from happening? Granted, doing so removes a bunch of your troops from being able to offensively engage your foe, but isn't defending your casters a wee bit more important?

Just a thought. http://forum.shrapnelgames.com/images/smilies/wink.gif


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