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Old September 28th, 2009, 09:36 AM

InfStorm InfStorm is offline
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Default Re: New Nation: The Monestary of the Way

Thanks for all of the input guys. Let me examine the numbers again and I'll see what tweeks I'll make.

One comment I 'll make is that my original reason the dragon's were so expensive was they were are effectivly free casting of the unit spells for as long as you keep them alive. With your advice I will probably switch them to X5H1 requirement to cast, leaving any Wu Jen with some boosters able to cast.

Get back to you w/ more
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Old September 28th, 2009, 11:24 AM

InfStorm InfStorm is offline
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Default Re: New Nation: The Monestary of the Way

Pased off of the opinions I've heard, I've made the following changes:

Making Late Era, Capital Gems are now 1AWES

Increased Defense of most units, and I also decided to add minimal base protection (represents training to endure hardships 1-4 depending on the tier of the troop) and minor HP increases(2-6 hp). These aren't much, but may equal 2 hits to kill instead of 2, I should clarify that the robes worn aren't just for show. (see below)

Wu Jen magic increases to 2AWE1H + 100% AWES + 50% AWE. They are still CAP-only.
Added Apprentice, an anywhere 1AWEH + 100% AWE w/ Research bonus 2 ("So into their studies to become master Wu Jen, they often stumble onto forgotten lore.")

As to the Great Dragons, they are each 300hp creatures w/ 5 attacks + Dragon's Roar (an AOE1 Paralyzing attack). They also have Awe (+0), an appropriate resistance for their element, & spread domain like the juggernaut, in addition to magic skills and auto-summoning. I did change them to X5H1 to summon, but left the Gem cost high.


Basic troops now sit at:
Unit 1 Monk Student (Fist, Fist, No Armor)(Att 10/Def 12/Morale 12) (5g)
Note: The only reason the studen is hear is as optional chaff, similar to a couple other nations.
Unit 2 Initiate (Fist, Fist, Throwing Stars, Robes)(Att/Mor/MR 11 & Def 12) (10g)
Unit 3 Staff Initiate (Quarterstaff, Kick, Throwing Stars, Robes)(Att/Mor/MR 11 & Def 12) (10g)
Unit 4 Blade Initiate (Katana, Throwing Stars, Robes)(Att/Mor/MR 11 & Def 12) (10g)
Unit 5 Staff Expert (Quarterstaff, Kick, Kick, Throwing Stars, Master's Robes, Sacred)(Att/Mor/MR 12 & Def 14) (25g)
Unit 6 Nightblade (Katana, Throwing Stars, Master's Robes, Stealthy, Sacred)(Att/Mor/MR 12 & Def 14) (25g)
Unit 7 Master (Fist, Fist, Kick, Kick, Master's Stars, Master's Robes, Cap-Only, Sacred)(Att/Mor/MR 13 & Def 16) (40g)

I didn't do all the math, but most the unit are 2-3 resources cost.

Note on robes, they had prot and def not from actual protection but more to represent the ability to turn an blade or arrow from hitting the defender, as I've seen in too many movies
Robes: Prot 3, Def 3, Enc 0
Master's Robes: Prot 5, Def 3, Enc 0
Grandmaster's Robes: Prot 7, Def 5, Enc 0

Still designing National spells, having to research the spell effects, the spreadsheet and my lack of sleep aren't making it easy.
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