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November 8th, 2004, 01:02 AM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
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Thanked 54 Times in 39 Posts
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Re: Newbie ?? re: Spell Damage
ooh, also check astral fires...
and living fire, the mass elemental spell, would give you 11 elementals...
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November 8th, 2004, 01:07 AM
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First Lieutenant
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Join Date: Sep 2004
Posts: 666
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Re: Newbie ?? re: Spell Damage
Those are way too advanced for my simple-minded nation of campaigning religious fanatics.
Also Astral Fires doesn't have "+" damage, and magic resistance negates. Bleah. Oooh, but I see that the area of effect has a "+" on it. Cool. If my mages ever get tired of throwing themselves into battle and decided to do some research, we'll look into that.
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November 8th, 2004, 03:47 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Newbie ?? re: Spell Damage
Fire Darts is very fun at the early stages if your pretender has 8-10 in fire. Dmg is only 10, but 10-12 darts is still very useful unless the opponents have heavy armors. Besides the dmg is armor piercing.
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November 8th, 2004, 06:54 AM
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Second Lieutenant
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Join Date: Jan 2004
Posts: 510
Thanks: 24
Thanked 31 Times in 12 Posts
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Re: Newbie ?? re: Spell Damage
While we are at it, FarAway Pretender, spells with + to area of effect are often worth much more than they immediately would appear when cast by a high-level pretender, and potentially more dangerous than those with + to number of targets. Standard examples include Shadow BLast and Falling Frost, both of which are extremely vicious at high levels.
__________________
When I said Death before Dishonour, I meant alphabetically.
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November 8th, 2004, 09:03 AM
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First Lieutenant
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Join Date: Sep 2004
Posts: 666
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Re: Newbie ?? re: Spell Damage
Oh, yeah, I love my double-bless flagellants! They get two attacks (with flails), each one getting +4 to attack, and the 8 extra a.p. damage. Also, their attacks are considered magic so they ignore etherealness. And my Pretender's Astral-9 gives flagellants Twist Fate so that it is hard to kill them before they get off their attacks. :-)
Unfortunately, having taken drain-3 dominion in order to pay for this, I find myself governing a nation of ignoramouses, whose greatest achievement in the magic arts is Conjuration level 5.
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November 8th, 2004, 10:00 AM
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First Lieutenant
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Join Date: Sep 2004
Posts: 666
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Re: Newbie ?? re: Spell Damage
Astral Fires has area of effect 4+. It requires Fire-3 and Astral-1. Now suppose I cast it with a Pretender who has Fire-9 and Astral-9. Would it effect 18 squares??
If my Pretender first casts Power of the Spheres and Phoenix Power and then casts Astral Fires, would it effect 20 squares?
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November 8th, 2004, 10:35 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
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Thanked 18 Times in 12 Posts
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Re: Newbie ?? re: Spell Damage
It's only the first of the listed paths that counts. So you're casting at +6 only
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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November 8th, 2004, 11:40 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Newbie ?? re: Spell Damage
Quote:
Peter Ebbesen said:
While we are at it, FarAway Pretender, spells with + to area of effect are often worth much more than they immediately would appear when cast by a high-level pretender, and potentially more dangerous than those with + to number of targets. Standard examples include Shadow BLast and Falling Frost, both of which are extremely vicious at high levels.
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Breath of Winter also seems to cover LOTS of ground when cast by Water 9 pretender... I discovered this when I was trying to get pretender/nation combo which had Golem Cult and W9E9. The idea was to research Enchantment to Claymen and after that to Enliven statues...  I wasn't able to pull it off, however. I had to leave one of the magics at 4 or 6, IIRC. It could still be pretty nice with C'tis who can use Enchantment pretty well and has sacred, communiable Shamans to benefit from the reincigoration of the Earth blessing. Maybe I will mod something to be able to try E9 (or 8) Shamans with W9 Serpent Dancers! 
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November 8th, 2004, 01:21 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Newbie ?? re: Spell Damage
Yep, AoE attacks hit everything in the area. Multiple target spells (blade wind) must still hit each individual target. Shields are useful against blade wind, but not against fire cloud.
Edit: hmm, there was a whole new page of Posts.
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November 9th, 2004, 02:54 AM
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Private
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Join Date: Mar 2004
Location: San Francisco, CA
Posts: 34
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Re: Newbie ?? re: Spell Damage
Guys, you've peeled back a whole new layer of complexity and schemery to me, many thanks!!
If I ever get laid off, I just might take up this MP thing with a passion.

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