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February 12th, 2004, 08:34 AM
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Re: Tartarian factory
There is about a 20% chance that any particular summoned titan will be a Commander as opposed to a Unit.
The afflictions are random. But feeblemind and mute are fairly common. Gift of Health can usually heal their afflictions in 2 or 3 turns.
The spell is appropriately Level 9. Even having a semi-afflicted Unit that has the kinds of statsitics (especially HP) that the Titans have for 10 Death Gems can turn your armies into superpowered, hard to kill units with a powerful cavalry.
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February 12th, 2004, 08:38 AM
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Major
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Re: Tartarian factory
Quote:
Originally posted by Zen:
If you notice, I split it by what commonly happens as I can't break it down any other way which makes sense. If I had the time and could do 1000 Titan tests for each I could do %'s but you really think I need to do that?
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Hmmm, where the hell did I write I really think you need to do that?
Just wanted to point out an interesting fact: that some of my summons (both Titans, Monstra) had varied skills, while some had not. Eg, all my 5 lightning Cyclops had exactly air 2/earth 3. If it's really 2?/3? like you suggest, the probability for such a draw is less than 1%.
Quote:
If you'd like to do tests where you can conclusively say that one type is one part, I'll change my notation to reflect that.
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Well, I'll play a few more turns tonight just to see if I get, eg, a lightning Cyclops with different magic skills, but I'm not really interested in doing more.
__________________
God does not play dice, He plays Dominions Albert von Ulm
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February 12th, 2004, 08:46 AM
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Re: Tartarian factory
Quote:
Originally posted by Nagot Gick Fel:
If it's really 2?/3? like you suggest, the probability for such a draw is less than 1%.
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2 Air, 3 Earth for Cyclops? I'd say it has a large % to be that but I am looking at one with 2 Fire, 3 Earth. I don't know if it's 1% but it's certainly possible that it's not always that based on 5 casts, perhaps. If I could conclusively say after GoRing all these Titans that they were any one type (Like the 4 Earth Cyclops, which all but 1 had it, the Last one had Fire) I would certainly put it.
Quote:
Well, I'll play a few more turns tonight just to see if I get, eg, a lightning Cyclops with different magic skills, but I'm not really interested in doing more.
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That's fine by me.
[ February 12, 2004, 06:50: Message edited by: Zen ]
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February 12th, 2004, 03:16 PM
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Corporal
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Re: Tartarian factory
you would have to find alot of death gem sites in mp to win, be lucky that is.
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February 12th, 2004, 03:17 PM
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First Lieutenant
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Re: Tartarian factory
Quote:
Originally posted by Zen:
Edit: Yes I know it's ugly, but the forums don't format well
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I think if you enclose your table in "code" tags, you can get reasonable formatting. See below:code:
a b c
x 1 12 24
y 3 7 2
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February 12th, 2004, 06:04 PM
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Sergeant
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Re: Tartarian factory
Quote:
Originally posted by DLC:
you would have to find alot of death gem sites in mp to win, be lucky that is.
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Tartarian Gate needs only 10 death gems. So, it's not impossible. But the same strategy will probably be more viable for C'tis.
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February 12th, 2004, 07:04 PM
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Sergeant
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Re: Tartarian factory
The strategy sounds fun. But are you sure it's practical? If you have a PoD with Death 6 or 7 and rush the research at Conjuration, you could have a "Ghost" factory (9 gems, 1 ghost for each level of death) at Level 6, or a "Bane Lord" (42 hp, not a bad unit for 10 gems) gernerator at Level 5.
But yes, 10 gems for the Tartarian Gate sounds very cheap to me. 15 or 20 gems seems to be a more reasonable price.
[ February 12, 2004, 17:08: Message edited by: ywl ]
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