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October 11th, 2008, 03:09 PM
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Re: Mod Nation Playing Guides
I think I'd skip D9. It's pretty worthless, don't you think? especially with F9. So maybe F9, B9, D4-6, since Smoking Mirror starts with F, D, B. I don't think anyone starts with both F and W. Atleast, I can't think of a single Pretender, for any Nation, that does.
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October 11th, 2008, 03:17 PM
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Re: Mod Nation Playing Guides
B9 is worse than D9. It's definitely the worst 9 bless by far.
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October 12th, 2008, 02:32 AM
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Re: Mod Nation Playing Guides
I don't know how much I really like the fire 9 bless. An ap fire attack is nice and all, and can hit ethereals, but a 6 ap damage attack seperate from the base attack isn't really all that useful against heavily armored units. I think I would actually prefer blood for killing high prot units, because a relatively small damage increase can mean a world of difference when trying to hurt them.
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October 12th, 2008, 02:45 AM
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Re: Mod Nation Playing Guides
That's something I never did figure out-what exactly does *death curse* do? It sounds pretty bad, like you don't want it to happen to you, or the hoburg next to you, but-mechanically speaking-why not?
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October 12th, 2008, 03:33 AM
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Re: Mod Nation Playing Guides
rdonj-it depends on what you're adding it to. +6 fire damage means it's +6 on each +4 attack that you've now got, plus the ability to set things on fire, plus magical damage, plus additional pain for any flammable units, like Lanka. And there's always Crits.
To keep things OT and to give you an example, I made these sacred drummer units for Aksum. They've got low Str., they're slower than my other troops, they can start elderly, and their weapons (drumsticks) only do 2 points of damage each-but they also do x3 damage to demons. So adding a Fire bless means they now do +12 hard to resist fiery, magical damage to Lanka demons, twice a round, at +4 attack per hit. Strength would still be nice, but there's no attack payoff, and it wouldn't be magical fire damage.
They're pretty niche-you can easily pick them off with archers by the time they get to your ranks-and they only do 2x12 damage, at 12 attack, unmodified-which isn't much even for the Early Age, but they're great against demons, provided they can attack the demons first-their defense is also horrible.
Add a Fire 9 bless, and they can now do 2 attacks per round, at Att. 16, each of which does 12 regular damage, + 6 fire damage, and an extra 4 points of damage exclusively to demons.
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Last edited by HoneyBadger; October 12th, 2008 at 03:47 AM..
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October 13th, 2008, 08:22 PM
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Re: Mod Nation Playing Guides
I suppose if you have multiple attacks it is much more useful. But is it +6 on top of the damage you cause, or is it damage and then a seperate attack doing 6 ap fire damage? That makes a fair difference too. Setting things on fire is pretty useful though because even if it doesn't do a lot of damage it causes a lot of fatigue.
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October 13th, 2008, 09:38 PM
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Re: Mod Nation Playing Guides
I believe it's +6 on top of the damage you already do. I could be wrong about that, but it's an experienced guess, since I used Fire bless fairly often.
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October 14th, 2008, 03:22 AM
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Re: Mod Nation Playing Guides
I believe it's a separate 6 dmg ap fire attack.
I don't believe it cares if the weapon is holy or anything.
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October 14th, 2008, 06:31 PM
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Re: Mod Nation Playing Guides
Yeah, I don't think you'd end up with +18 fire damage to the weapon, but for purposes of Prot...I would think it should still penetrate, if your weapon takes care of the Prot. Like if you're attacking a unit with 10 Prot. and your weapon does 12 points of damage, you should hit for 2+6 fire, not just 2. The fire and the weapon shouldn't be counted as 2 separate attacks in that case, they should both count against Prot. Right?
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October 14th, 2008, 06:38 PM
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Re: Mod Nation Playing Guides
No, I don't think so, though I haven't tested it extensively.
I believe secondaryeffects have to get past prot in the same way as the base attack.
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