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  #1  
Old January 5th, 2004, 06:16 AM
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Default Re: Melee Power Rankings Chart

...and another question.

Fireshield does damage AFTER the attacker attacks, right? But do multi-weapon units get fireshield damage multiple times?

Astral shield paralyzes the attacker BEFORE he attacks, correct? And does it get one chance per attacker, or one per weapon?

So fireshield damages attackers but does not protect you, while a good astral shield could render you immune to low MRST troops.
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Old January 5th, 2004, 04:28 PM

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Default Re: Melee Power Rankings Chart

I've had some interesting experiences over the weekend playing Ulm vs. a number of "tough" nations including atlantis.

It seems even retreating units get an unlimited number of repel attempts. I think even limp/crippled mother guards are probably very useful against creatures with short weapons.

They do a number on the morningstar ulmish infantry. Every one that tries to hit the mother guard with a short weapon seems to get hit in the repel attempt, poisoned, and either dies or gets a few afflictions. Wow...you have to use special troops against atlantis. (Of course, I love what massed crossbows do to their forces.)
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Old January 5th, 2004, 04:50 PM
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Default Re: Melee Power Rankings Chart

Could that be because of their spiked armour?
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Old January 5th, 2004, 07:11 PM
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Default Re: Melee Power Rankings Chart

A couple things -

First, repels are unlimited (AFAIK). Probably, attack should decrease by 1 with each repel, but it does not do that currently.

Second, it is probably the spiky armor poisoning your troops. And the sim does NOT currently model spiky armor, but it probably will in the next iteration. I assume it is weak poison, length 3. All Atlantians with coral hauberks have these spikes... so cheap reef warriors work jut as well=)

BTW, if anyone knows exactly how spiky armor works, please tell me... I don't know if it works like a repel weapon, or its length, or its poison strength, or if armor can block it, or anything.

Even if you just know one detail, like the poison strength (5 or 15?) or the length (3?) please post it

-Cherry

P.S.
Added spiky armor (length 3, poisondam 5, no physical damage, automatic hit).
Made awe work once per unit, not once per weapon.
Updated chart will be released later, but preliminarily, yes... Reef Warriors and Mother Guards are doing much better against Ulm length-2 weapon troops=)

[ January 05, 2004, 17:57: Message edited by: Saber Cherry ]
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Old January 5th, 2004, 08:54 PM

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Default Re: Melee Power Rankings Chart

Spiky armour: I believe it works vs attackers wielding short weapons, (do not know where the break point is): someone wielding a knife will get poisoned when attacking, while someone with a pike will not IMO.

edit: err, just noticed you already knew this.

[ January 05, 2004, 19:10: Message edited by: Wendigo ]
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Old January 5th, 2004, 09:28 PM
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Default Re: Melee Power Rankings Chart

Poison 5

I believe it only affects length 0 - natural weapons such as bites and claws.
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Old January 5th, 2004, 10:46 PM

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Default Re: Melee Power Rankings Chart

That's interesting, because I had a lot of morningstar-weilding infantry of ulm die from hitting a retreating mother guard. Looks like a good use for the injured...keep them in your army if you are atlantis and they're mother guards. Heh.
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