.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old December 30th, 2003, 11:44 PM

SurvivalistMerc SurvivalistMerc is offline
Second Lieutenant
 
Join Date: Nov 2003
Posts: 419
Thanks: 0
Thanked 0 Times in 0 Posts
SurvivalistMerc is on a distinguished road
Default Re: Repel attempt bonuses

Saber Cherry,

Are you sure that luck and etherealness aren't factored in at the time of the repel attack roll? That would make the most sense to me in that the repel can't work unless it "hits," and these attributes really affect what "hits."
Reply With Quote
  #2  
Old December 30th, 2003, 11:55 PM

Chris Byler Chris Byler is offline
Sergeant
 
Join Date: Oct 2003
Location: Blacksburg, VA, USA
Posts: 274
Thanks: 0
Thanked 0 Times in 0 Posts
Chris Byler is on a distinguished road
Default Re: Repel attempt bonuses

Hmm, if repel attempts do trigger special weapon abilities I have a sudden urge to repel with a Heart Finder Sword or Elf Bane. Unfortunately neither is particularly long, so maybe a Demon Whip, Vine Whip, Bane Blade (2-h), Thorn Spear, or if I have the construction and gems, Trident from Beyond.
__________________
People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
Reply With Quote
  #3  
Old December 31st, 2003, 12:41 AM
Saber Cherry's Avatar

Saber Cherry Saber Cherry is offline
Major General
 
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
Saber Cherry is on a distinguished road
Default Re: Repel attempt bonuses

Quote:
Originally posted by SurvivalistMerc:
Saber Cherry,

Are you sure that luck and etherealness aren't factored in at the time of the repel attack roll? That would make the most sense to me in that the repel can't work unless it "hits," and these attributes really affect what "hits."
The way I set it up, ethereal and lucky take effect at the time of the strike.

Therefore, for an ethereal, lucky attacker:

Being ethereal or lucky do not affect whether or not a repel attempt occurs. They do not affect whether the repel attempt is successful (meaning no attack). However, they DO affect whether the repel attempt does any damage, and associated poison, etc. So an ethereal, lucky unit is just as likely to be repelled, but if it is not repelled, it is only 1/8th as likely to take damage or be poisoned. However, ethereal units generally have very high morale so they almost never get repelled.

For an ethereal, lucky defender:

Being ethereal or lucky do not affect whether or not a repel attempt occurs. They do not affect whether the repel attempt is successful (meaning no attack). An ethereal/lucky unit gets a defense penalty from being attacked, just like a normal unit, regardless of whether the attack hits or misses. So they only affect the chance of being damaged by the attack, and nothing else.

Again, I'm not sure this is correct, but that's what I get from the manual. Anyway, repel attempts are only successful if they [/i]don't[/i] hit=) A repel attempt that hits and does damage is unsuccessful; a successful repel attempt simply scares off the opponent. I agree that the attacker should be less likely to be scared off if he is lucky, ethereal, and has heavy armor, but according to the manual, only the attacker's defense rating and morale (and the defender's attack rating) affect the success of a repel attempt.
__________________
Cherry
Reply With Quote
  #4  
Old December 31st, 2003, 12:53 AM
Saber Cherry's Avatar

Saber Cherry Saber Cherry is offline
Major General
 
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
Saber Cherry is on a distinguished road
Default Re: Repel attempt bonuses

Quote:
Originally posted by Chris Byler:
Hmm, if repel attempts do trigger special weapon abilities
I can't imagine why they wouldn't, except by oversight. It specifically says in descriptions like Elf Bane's that "The slightest scratch..." can kill. And poisoned weapons are poisoned for precisely that reason...

When I was playing with an SC cyclops, I gave him a thorn spear for repel purposes, and it worked quite nicely=) I don't think anything Lasted long enough to die from poison, though.

By the way, if you want to see enemies pop like pocorn from repels, use a Medusa pretender and send it against an indy province with lots of militia. Funny! =) Though I'm not certain that the medusa gaze is actually modelled as a repel attempt.
__________________
Cherry
Reply With Quote
  #5  
Old December 31st, 2003, 08:33 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Repel attempt bonuses

Careful about mocking the Hoburgs. Perhaps it's time to create a Hoburg Champion wearing Monolith Armor (!) and Winged Shoes, wielding a Gate Cleaver.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:41 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.