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September 18th, 2006, 02:18 PM
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Lieutenant General
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Re: Blessings balance?
Fire got nurfed in Dom3 though. From 9 AP to 6 AP damage.
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September 18th, 2006, 02:47 PM
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Re: Blessings balance?
I recall someone stating that he chance to get an affliction has to do with the amount of damage an attack deals relative to the target's total HPs, and maybe even the target's remaining HPs. I don't remember who it was that was speaking about it, though.
=$= Big J Money =$=
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September 18th, 2006, 02:53 PM
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Re: Blessings balance?
Death magic 9 gives Death weapon to sacred troops. Death weapons have a CHANCE to do additional death damage to the target. Not the same thing as fire weapons. Both are magical though.
100% affilction chance is basically double chance to cause affliction to the target.
Devs can correct me if I misremembered.
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September 18th, 2006, 03:17 PM
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Re: Blessings balance?
That's wonderful. Combine the increased affliction chance with the increased damage, and you have guerilla tactics that death nations can use. They can send smaller, expendable armies of undead and priests earlier in the game to attack enemies, dealing a lot of damage and afflictions before they die, ruining the larger defending armies.
Cheap sacreds like flagellants might also be good for something like this.
=$=
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September 18th, 2006, 03:20 PM
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Re: Blessings balance?
Quote:
BigJMoney said:Cheap sacreds like flagellants might also be good for something like this.
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My thoughts exactly.
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September 18th, 2006, 03:25 PM
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Re: Blessings balance?
Since this thread is about blessings balance, I'd like to bring something up. Unless B9 has changed, it's really lousy now. You see, you've got a choice. Take D4 which will increase your chance of immediately dealing afflictions, or take B9 which will curse units and thus increase their chance of receiving afflictions in some later (maybe to never come) battle. Hmmm, which one will I be taking?
I think it's time to change B9. If increasing afflictions is seen as a proper level 4 bless, then it doesn't really belong to be blood's level 9 bless anymore. Or, has this one changed already? I'd like to find out before I start making personal suggestions to what B9 could be instead.
=$=
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September 18th, 2006, 03:30 PM
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National Security Advisor
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Re: Blessings balance?
Quote:
BigJMoney said:
That's wonderful. Combine the increased affliction chance with the increased damage, and you have guerilla tactics that death nations can use. They can send smaller, expendable armies of undead and priests earlier in the game to attack enemies, dealing a lot of damage and afflictions before they die, ruining the larger defending armies.
Cheap sacreds like flagellants might also be good for something like this.
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I don't think it makes a good raider force. They aren't good at pillaging, or even much better at conquering provinces, but they can make enemy armies less powerful. That's rarely useful against national units, but against Jotunheim, or thugs or SCs, it can be worth it. And the 100%, or doubled afflictions, are just for Death 4. Every pick after 4 increases it by further 50 percent. At Death 9, we're talking of +350% afflictions.
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September 18th, 2006, 05:27 PM
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Major
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Re: Blessings balance?
Quote:
Daynarr said:
Death magic 9 gives Death weapon to sacred troops. Death weapons have a CHANCE to do additional death damage to the target. Not the same thing as fire weapons. Both are magical though.
100% affilction chance is basically double chance to cause affliction to the target.
Devs can correct me if I misremembered.
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Awesome...especially because Ermor is my favourite nation. 
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September 18th, 2006, 05:44 PM
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Re: Blessings balance?
I dunno, I think it could be good against units that are hard to crack but small in number, like ulmish infantry and cavalry. A lot of hits don't go through the armor, and those that do usually only deal minimal damage that will be healed afterward. I can also see it being good against creatures with Regen because at +350% affliction giving bonuses, even regenerating creatures that live through a battle will probably pick up a few afflictions. In my personal experience playing Ulm, I've had armies that I overestimated because I didn't realize how badly wounded they had become over time.
One good use of flagellants, I think, would simply be to use them as light infantry. The usual role of wearing out the enemy would be supplemented by their ability to deliver hampering afflictions. They'd be a walking affliction bomb.
=$=
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September 18th, 2006, 05:46 PM
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Second Lieutenant
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Re: Blessings balance?
Nobody's saying the Death bless is a bad one, particularly when you contemplate mixing it with, say, the Water 9 bless.
I'm really more concerned about the Nature bless and, of course, curious to see what's become of Blood.
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