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April 3rd, 2007, 05:52 AM
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Re: Best MA Calvary Unit
Quote:
Micah said:
How do F9 and either B9/D9 Jags stack up against the niefs? Anyone play that matchup?
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D9 jags might work okay. I don't know how to calculate afflictions, but the death weapons will probably be pretty negligible against MR 15. 6 F9B9 jags will do about 30 points of damage per round to the giant while they're still in human form, which is significantly greater than the regen rate and good enough that I'd want to test it in the actual game instead of just cranking numbers...
And yes, 26 F9B9 Jag warriors (560 gold) kill 4 Niefel Giants (600 gold) with zero losses. In a Cold-0 dominion, but not bad for a recruitable-anywhere unit. Actually, the first time I ran this I made a mistake and made D9B9 Jag warriors and they did just as well, so maybe any high-damage-output unit would do well. I'm going to take these tests with a grain of salt since there were no other units on the battlefield (which would fatigue the Jags in advance and also prevent them from concentrating exclusively on the giants), but at least a non-spell counter does exist.
-Max
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April 3rd, 2007, 06:25 AM
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Re: Best MA Calvary Unit
Nothing... edited.
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April 3rd, 2007, 08:25 AM
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Re: Best MA Calvary Unit
MaxWilson,
How does vulnerability work? Does it add to any successful damage post-attack, or does it affect defense, or does it add to the attack before the calculation?
I'm not sure, but in the .py script, if it's the last case, shouldn't (against(6,9+cold/2)) be (against(9,9+cold/2)), since the Niefs have 50% fire vulnerability?
Or there's also a good chance I am missing where you are adding in the 50% vuln, since I'm not a Python guy. 
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April 3rd, 2007, 07:26 PM
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Major General
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Re: Best MA Calvary Unit
Or else I just didn't realize the Niefels had a fire vulnerability.  That makes it even worse, and probably explains why the in-game test went so much more harshly for them than my simulation.
My understanding is that vulnerability comes before protection, so yes, it should be against(9,9+cold/2). Thanks for the catch.
-Max
Edit: No, actually I think that's still wrong because the multiplier applies to the DRN, too. (6+DRN)*1.50 - (9+DRN). Ouch for the giants. against() won't do this without a new parameter.
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Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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April 3rd, 2007, 09:51 PM
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Lieutenant General
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Re: Best MA Calvary Unit
Did you try the KOA against non blessed niefels? I do not think Koa's are special use only. I try to get a pack of 20-30 together over several turns, and they have steamrolled about everything they have faced.
Now, that is sp, so they have not run up against human made sc's. But they do take out mammoths, giants, summer lions, without too much trouble. They rarely break, have fantastic speed to kill anything trying to run, and they heal up their wounds, so by mid game they can be full health with 3-4 exp starts each. Most of mine in the present game have 4 stars, and i gift of reason one, and made him a commander. Man should have had a mounted commander, but with gift of reason it is no big deal that they do not, since the KOA makes a good commander, especially with 4 exp stars.
Also, while the koa cant be blessed, mass protection and mass regen gives then 2 regen, and 23 armor. And most of man's casters can cast those.
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April 3rd, 2007, 11:05 PM
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Re: Best MA Calvary Unit
Black Knight.
They don't work 100% of the time, but when they don't: no matter what happens, there's always another unit of black knights to throw at the problem. "Good enough" beats "the best".
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April 3rd, 2007, 11:30 PM
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Lieutenant General
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Re: Best MA Calvary Unit
Black knights die too easy to spells because of insanely low mr. For the cost, black knights should at least get 10 mr. 9 is just ridiculously low. If you go against a race with priests that can smite, that have a some tough infantry shielding them, they can smite down those black knights in nothing flat.
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