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February 11th, 2004, 05:05 PM
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Second Lieutenant
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Fire 9 blessing
Flaming Weapons (8 ap damage)
All enemies hit by a meele weapon will suffer from extra fire damage as well. The fire is magical and will be effective versus ethereal beings.
What does this mean, exactly, in the game mechanics?
For exampaple, a lava warrior has 14 str and 2 morningstars with damage: 6
My take on this:
This will let morning star hit ethereal beings like it was a magical weapon.
If the morning star hits, passing defence/luck/repell etc, it will do damage as usual with 6+14 damage versus enemy prot. After this the 8ap damage will be put against the enemy prot.
If the second morning star hit, flaming weapons will deal ap damage again.
8 ap damage seems to be fairly useless against prot23 ulm infantry. Is str perhaps added to the fire damage? That would make it extremely good.
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February 11th, 2004, 05:25 PM
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Corporal
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Join Date: Jan 2004
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Re: Fire 9 blessing
AP = Armor piercing.
From the experience I have with troups I would say that heavy protection wont help that much...
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February 11th, 2004, 05:26 PM
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Captain
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Re: Fire 9 blessing
Quote:
Originally posted by mivayan:
Flaming Weapons (8 ap damage)
All enemies hit by a meele weapon will suffer from extra fire damage as well. The fire is magical and will be effective versus ethereal beings.
What does this mean, exactly, in the game mechanics?
For exampaple, a lava warrior has 14 str and 2 morningstars with damage: 6
My take on this:
This will let morning star hit ethereal beings like it was a magical weapon.
If the morning star hits, passing defence/luck/repell etc, it will do damage as usual with 6+14 damage versus enemy prot. After this the 8ap damage will be put against the enemy prot.
If the second morning star hit, flaming weapons will deal ap damage again.
8 ap damage seems to be fairly useless against prot23 ulm infantry. Is str perhaps added to the fire damage? That would make it extremely good.
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IIRC, only the fire damage part is extra effective against ethreals, strength is not added and every attack gets the additional fire damage.
Actually it is against 23 prot targets that the 8 ap damage comes into it's own. Versus armor 23 the 8 ap damage deals on average just 1 less damage than the orginal damage 20 morningstar, so effectively you are likely to cause approximately double damage to such an opponent. Had the effect added strength as well it would have been overpowered. You also choose one of the higher damage holy troops as an example, obviously the damage from the fire effect is better at low damage attacks, such as the hooves of the horses on knights of the chalice, or the spears of battle vestals etc.
[ February 11, 2004, 15:27: Message edited by: johan osterman ]
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February 11th, 2004, 05:31 PM
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Major General
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Join Date: Jan 2004
Location: twilight zone
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Re: Fire 9 blessing
The 8AP fire completely ignores the 23 protection, since Ulmish troops have zero natural protection, their protection being entirely due to armor. So that's 8 points gone of the 12 total HP that the 23 protection infantryman has. Not shabby at all.
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February 11th, 2004, 05:35 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Fire 9 blessing
8 ap dmg is not supposed to ignore armor, only to divide it by two. If you have other experiences let us know.
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February 11th, 2004, 05:39 PM
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Major General
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Re: Fire 9 blessing
Quote:
Originally posted by Kristoffer O:
8 ap dmg is not supposed to ignore armor, only to divide it by two. If you have other experiences let us know.
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I was explaining it as it had been explained to me. My question then is if AP damage only halves armor, then how would you ever hurt something with 23? 23 is virtually immune to normal damage (unless by giants) and half of 23 is more than most AP effects. Do ethereal weapons also only halve armor, or do they ignore it?
[ February 11, 2004, 15:41: Message edited by: Arryn ]
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