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  #1  
Old December 2nd, 2005, 07:48 PM

shovah shovah is offline
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Default Re: Multiple Repels?

and of course the 4 herald lances would help when nataraja is attacking, maybe 1 or 2 could be replaced with an accursed shield and something else
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  #2  
Old December 2nd, 2005, 08:01 PM
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Default Re: Multiple Repels?

There are times when you guys are driving me nuts...
There's nothing to "I think" about it. That's how the devs say it works. Read carefully:

The check for repel is made for each ATTACK, and takes in account the longest weapon the defender has. (Manual page 14, 6.2.2 Repel)

Kristoffer O posted May 25, 2004 18:53
Repell will never deal more than 1 p damage.


A unit CAN get more than 1 point of damage per combat turn from repel: If it has more than 1 attack.
Last time I checked, soulless have either fist or claw(29), both of which have only 1 attack.

So either you have miss-observed, or the devs don't know how their game works, or it's a bug.
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  #3  
Old December 2nd, 2005, 09:34 PM
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archaeolept archaeolept is offline
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Default Re: Multiple Repels?

ooh, or maybe all three
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Old December 4th, 2005, 09:01 AM

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Default Re: Multiple Repels?

Well I observed my ettin giving soulless more than 1 damage when they were attacking him and the only explanation I could think of that they were getting 1 repel damage for each of his sleepvines.
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Old December 4th, 2005, 07:08 PM

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Default Re: Multiple Repels?

Maybe I've completely forgotten how it works but, IIRC, repelling doesn't do 1 damage. It involves a normal attack and damage roll but is capped at a maximum of one with no secondary effects. Since the damage from sleep vines is all in the secondary effect they should do no damage while repelling.
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Old December 5th, 2005, 05:53 AM
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Default Re: Multiple Repels?

YOU GUYs ARE REALLY MAKING ME MAD !!

Dear Wick, if you think you may have "completely forgotten how it works", why don't you just shut up and read the manual (page 14, paragraph 6.2.2 Repel) and listen to the devs.

For the last time I'm going to re-state what Kristoffer O. posted and what's in the manual, respectivly:

If an attacker is repelled successfully and makes his morale roll to press on with his attack, he is assigned ONE damage point fixed, IF the defenders damage roll is higher than the protection roll of the attacker.

This damage point is NOT (capped) weapon damage, and therefore there can't be any secondary effect.

And as it's triggered by the attacker, not by the defender, it's ONE HIT(POINT) PER ATTACK at max.


If someone claims that repel does more than 1 point of damage per attack, I (and maybe the devs as well) would like to see a savegame which proves this.
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Old December 5th, 2005, 08:07 AM
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Default Re: Multiple Repels?

In fact, I think Wick was referring to this piece of information:

Quote:
[The attacked] is assigned ONE damage point fixed, IF the defenders damage roll is higher than the protection roll of the attacker.
It could be thought to be a normal attack capped at one point of damage without special effects.

Also, I had thought (for a LONG time) that repel deals one point of armor negating damage. The fact that high armor on the attacker helps against repel wasn't metnioned IN THIS THREAD previously, although it is found from the manual, from the section you said it would be in.
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Old December 5th, 2005, 09:01 AM
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Default Re: Multiple Repels?

Quote:
Arralen said:
YOU GUYs ARE REALLY MAKING ME MAD !!
Then don't post anything.
Calm down first, and then post your message. (preferably, with less CAPS and bold)
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Old December 5th, 2005, 10:18 PM

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Default Re: Multiple Repels?

Well, as long as we're all agreeing about that let's try another question. Can weapons like sleep vines & wails which don't do any normal damage repel?
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