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October 15th, 2008, 06:02 PM
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General
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Re: Mod Nation Playing Guides
Here's something to ponder: Does the Fire bless double with a Water bless?
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October 15th, 2008, 06:14 PM
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Re: Mod Nation Playing Guides
It isn't much of an issue to ponder.
Water bless grants quickness, quickness grants 1.5 actions, more actions means more attacks, more attacks means more secondaryeffect fire bless.
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October 15th, 2008, 09:09 PM
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Re: Mod Nation Playing Guides
So water bless + fire bless + quickness boots on, say, a Devata with 4 swords of swiftness, would give you somewhere around 24 attacks, 28 with their natural kick attack. Seeing as they have the air path, and can fly + air shield, that's pretty fun.
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October 16th, 2008, 04:30 AM
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Re: Mod Nation Playing Guides
No, I'm not saying the fire effect is an extra attack, it isn't. It's an extra effect added to the standard weapon attack.
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October 16th, 2008, 04:53 AM
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Re: Mod Nation Playing Guides
What's the difference?
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October 16th, 2008, 05:28 AM
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Re: Mod Nation Playing Guides
I guess the difference is that the fire damage always hits the same person as the weapon which produces it.
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October 16th, 2008, 05:31 AM
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Re: Mod Nation Playing Guides
Quote:
Originally Posted by llamabeast
I guess the difference is that the fire damage always hits the same person as the weapon which produces it.
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And doesn't cause an additional Defense reduction in the target.
Think of it like the Small Area Fire from a Firebrand, but it only hits the one target, not the entire square.
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October 16th, 2008, 06:21 AM
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Re: Mod Nation Playing Guides
How bizarre. I don't know why, but that just somehow blows my mind. I think I must be very tired...
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October 16th, 2008, 06:34 AM
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Re: Mod Nation Playing Guides
Hah! I knew I had seen a discussion about the need for mod nation guides back when the world was young. Erm... in 2007 I mean. Thanks to the resident necromancers for digging it up for me.
To get the thread back on topic: I've written a quite extensive guide on Arga Dis here: http://forum.shrapnelgames.com/showthread.php?t=38517, for those who haven't come across it yet. Unfortunately, it's not of a size to allow copy/pasting it into this thread, as the shorter playing guides in the beginning of the thread, but links work almost just as well, right?
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October 16th, 2008, 06:36 AM
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Re: Mod Nation Playing Guides
And it only activates if the weapon its attached to hits,.. and /possibly/ only if that weapon damages (this is untested, I only mention it because that seems to be how melee poison secondaryeffects work.
Firebrand I believe is small area fire as a secondaryeffectalways so even if you miss, as long as you swing, it activates.
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