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November 17th, 2006, 05:45 PM
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Corporal
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Join Date: Oct 2006
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Re: Countering Blade Wind - Early Era
Yomi has that one National protection spell that increases their armor to 10
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November 17th, 2006, 05:54 PM
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First Lieutenant
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Join Date: Oct 2006
Location: East Norriton, PA
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Re: Countering Blade Wind - Early Era
Only works on the Oni  .
Also, how useful is flaming arrows? It seems, because my armies consist of almost exclusivly archers, flaming arrows would be pretty effective. A volley of 200 archers with flaming arrows would be more effective than a blade wind, right?
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November 17th, 2006, 06:42 PM
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Sergeant
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Re: Countering Blade Wind - Early Era
Yes, absolutely. 200 Flaming Arrows would be pretty devestating.
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November 17th, 2006, 06:48 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Countering Blade Wind - Early Era
Flaming arrows are considered magic weapons for the purposes of smacking ethereals IIRC, and the fire damage (separate!) is armor-piercing. It's a nasty spell.
With enough archers, you'll even hit somebody with an Air Shield-80.
'Fire at commanders' was a possible order in the first Dominions game, but was eventually removed -- it's both unrealistic (spotting the commanders over the throngs, during battle, is not necessarily easy unless it's a dragon commanding hoburgs -- and for that, there's 'fire at large monsters') and unbalancing (imagine R'lyeh illithid squads scripted to fire their always-hits range-100 mindblasts specifically at commanders, for instance, or Firbolg snipers with an eye of aiming for PREC-20, boots of quickness and a nasty xbow). Although... 'fire at mages' still exists, for a particular Troll Archer from what I hear.
Otherwise, anything fast -- especially anything that flies or tramples -- can help you get to the mages.
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November 17th, 2006, 07:14 PM
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First Lieutenant
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Re: Countering Blade Wind - Early Era
Also, in the spell description, when the damage is a number: the HP lost, is that [damage - (armor +DRN)]? and if the damage is (damage+), the HP lost is [(damage+DRN) - (armor+DRN)]?
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November 17th, 2006, 07:40 PM
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Major General
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Re: Countering Blade Wind - Early Era
Damage is practically always +DRN. Ditto protection.
When the damage, range, or number of spell effects has a plus sign as a suffix, that means it increases if the mage is a higher-than-required level in the primary path. I don't recall what the rate of increase is.
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November 17th, 2006, 09:00 PM
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Second Lieutenant
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Join Date: Dec 2003
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Re: Countering Blade Wind - Early Era
Quote:
FAJ said:
Also, in the spell description, when the damage is a number: the HP lost, is that [damage - (armor +DRN)]? and if the damage is (damage+), the HP lost is [(damage+DRN) - (armor+DRN)]?
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Both attacker and defender always gets a DRN. 10+ damage just means a bonus for having higher magic skill than needed.
So, hp loss is attacker roll - defender roll
attacker roll: DRN + spell damage + damage for extra skill, for some spells
defender roll: DRN + 0 (or +armor/2 or +armor, depending on if it's armor negating, armor piercing, or neither).
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November 17th, 2006, 10:05 PM
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First Lieutenant
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Join Date: Oct 2006
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Re: Countering Blade Wind - Early Era
Thanks!
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