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June 15th, 2012, 03:05 PM
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Corporal
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Re: Repel
better test might be berserk enc0 high attack with long weapon vs high-hp, enc 0 regenerating with length-0 or close to it. I should be able to create that matchup.
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June 15th, 2012, 04:04 PM
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BANNED USER
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Re: Repel
Foo:
I'm not saying you need to cast Wrathful skies and Blood Rain to make repel useful.
Either of these - not to mention other spells (frightern, terror, wailing winds?) or frightening units will increase the effectiveness of repel. So will starving.
And there are enough times it can be useful to merit a mention.
So for example if you have spearmen and you cast blood rain as bogarus the incidence of repel will go up. Of course if you cast that as Bogarus you better have a good plan for *your* morale as well.
Additionally, I don't understand your comment about *ranges* as it pertains to melee weapons. The units are adjacent. The longer weapon has a chance to repel the shorter one.
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June 15th, 2012, 04:09 PM
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Corporal
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Re: Repel
Quote:
Originally Posted by Bat/man
Additionally, I don't understand your comment about *ranges* as it pertains to melee weapons. The units are adjacent. The longer weapon has a chance to repel the shorter one.
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Quote:
Originally Posted by brxbrx
Also, since longer weapons enable you to attack first, there's a chance you'll kill or maim your opponent preventing him from damaging you
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I thought the "brxbrx:" lead-in at the start of that paragraph made my point fairly clear that I was refuting brbrx's comment.
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June 15th, 2012, 04:44 PM
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Corporal
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Re: Repel
testing again with a morale 30 cyclops against morale 50 memory:
it does look like there's something else going on with morale - unfortunately, I can't get any NUMBERS for morale rolls to pull through in the log, which makes it a lot more difficult than it should be to ascertain what's really going on. could be some sort of morale bonus for the attacker; could be a requirement for "bad" morale for a chance at failure (this would jive with berserk results); could be something else entirely. definitely seems not to be a straight morale vs morale opposition check, though.
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June 15th, 2012, 04:58 PM
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Corporal
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Re: Repel
So instead of berserk, our super-repel dude would have to be the next best thing, mindless. That'd still make the morale check near-impossible for non-berserk, non-mindless troops, right?
And instead of increasing the repeller's attack, there's also reducing the repellee's. Slime would work for that, and darkness of course for most things.
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June 15th, 2012, 04:06 PM
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Corporal
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Re: Repel
just had time to do a quick test (I'll be able to run more iterations later), but:
mechanical giant w/ thorn spear, black steel helmet, berserker pelt, burning pearl, ring of the warrior (attack 22, length 4, morale 99, def 13)
vs
memory of the ancients w/ jade knife, monolith armor (attack 10, length 0, morale 50, def 1)
you can check out the log below. now what's interesting here is that repel seems to be working as intended, except the morale check seems to be going off the base morale and not the berserk morale (you know how if you have an army of berserkers, you'll still see the message 'blah blah nation routes' after you take a certain amount of hp damage, even if everyone's berserk? yeah, looks like it's using THAT check). I'll run another test in a bit to confirm this theory; just figured I'd update you as to where I was at.
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June 17th, 2012, 12:06 PM
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Corporal
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Re: Repel
This thread has some good advice in it, and some bad advice. Don't quote the bad bits, and don't design a nation around repel, and you're like to have a much more successful dom3 experience.
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June 17th, 2012, 01:15 PM
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Major
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Re: Repel
This thread repels me, granted I do have **** for morals...
...and a 0 length weapon.
__________________
Voice of ***** and her spicy crew!
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June 17th, 2012, 07:37 PM
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Corporal
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Re: Repel
/thread
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