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  #1  
Old February 12th, 2004, 08:34 AM

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Default 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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Old February 12th, 2004, 08:38 AM
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Default 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?
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.
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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Old February 12th, 2004, 08:46 AM

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Default 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%.
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.
That's fine by me.

[ February 12, 2004, 06:50: Message edited by: Zen ]
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Old February 12th, 2004, 03:16 PM

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Default 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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Old February 12th, 2004, 03:17 PM

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Default Re: Tartarian factory

Quote:
Originally posted by Zen:
Edit: Yes I know it's ugly, but the forums don't format well
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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Old February 12th, 2004, 06:04 PM
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Default 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.
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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Old February 12th, 2004, 07:04 PM
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Default 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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