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March 10th, 2010, 03:19 PM
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First Lieutenant
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Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
I think all no aoe spells without 100 prec can be parried. At least they often fail to do anything.
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March 10th, 2010, 04:29 PM
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Second Lieutenant
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Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
I did some fast testing--I gave a Mechanical Giant two shields (parry 9 and 11)and threw a good ~40 arcane bolts at him point-blank. Not a one hit.
Even with just his baseline shield it took a good 10 arcane bolts to bring down the Mechanical Giant, between the spell missing(despite high precision and low range) and shield parry.
All that said...I still probably won't use Mechanical Giants unless I'm like playing Ulm.
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March 10th, 2010, 05:15 PM
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Second Lieutenant
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Join Date: Feb 2005
Location: Central Illinois
Posts: 434
Thanks: 7
Thanked 3 Times in 3 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
There you go, lumber construct very early, but expensive for what you get, thug SC thing. Maybe not SC in the traditional sense...
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March 10th, 2010, 09:14 PM
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First Lieutenant
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Join Date: Jun 2006
Location: Sacramento, CA
Posts: 729
Thanks: 66
Thanked 6 Times in 6 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Llama, great job! I'm looking forward to testing these in MP soon.
__________________
Power is an illusion...
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March 11th, 2010, 04:40 PM
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Captain
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Join Date: Apr 2004
Location: France
Posts: 820
Thanks: 4
Thanked 33 Times in 24 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
I made a small experiment and had a cyclops+aesir nation vs. a tartarian nation. Cyclops come out faster, which may allow to get artefacts earlier on the way but their price is such that they don't get spammed as tartarians are. Of course, GoR has a price, and takes some time, but naked (non blind) tartarians can be pretty strong. When I got 1 fully kitted cycops killed before being able to buff himself by 3 tartarian monsters who flew upon him from afar, I realised my initial assessment was certainly wrong.
So I'd say the 35 gems cost looks quite balanced, although it may in fact be a bit expensive considering earth gems can be used to forge all kinds of good stuff.
The aesir is probably more affordable given air gems aren't all that useful imo, and she comes with a nice armor.
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March 12th, 2010, 06:56 AM
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Sergeant
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Join Date: Nov 2003
Location: Finland
Posts: 250
Thanks: 19
Thanked 13 Times in 8 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
This looks way OP. not for me. Nice use of the balrog miniature though.
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March 12th, 2010, 11:44 AM
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Corporal
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Join Date: May 2008
Posts: 149
Thanks: 49
Thanked 15 Times in 5 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
Quote:
Originally Posted by Adept
This looks way OP. not for me. Nice use of the balrog miniature though.
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Do you mind expounding upon the reasons behind this assessment?
Many members of this gaming community want an endgame alternative to spamming Tartarians, and it would be ideal for a mod such as this to achieve (something akin to) universal acceptance...
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March 12th, 2010, 02:23 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
llamabeast:
I hope you release fixed version compatible with CBM soon, so we can test it in MP
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March 12th, 2010, 03:59 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
So Treant has forestshape? But only +20hp and +2strength in a forest?
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March 13th, 2010, 03:07 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
Thanked 21 Times in 13 Posts
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Re: Endgame Diversity Mod - Lategame summons, released at last!
From what I see in the mod file, he also gain stealth, and its immobile form is better
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