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February 19th, 2007, 02:55 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Fever Fetish
Quote:
lch said:
regenerating lost HP != preventing permanent HP reduction
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I know what you mean, but actually it does. Regenerating creatures never lose hit points from disease, and only rarely get afflictions from it.
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February 19th, 2007, 02:57 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Fever Fetish
Quote:
calmon said:
I think the formula is like:
The fewer the current life compared to total life the better the chance to get a gem.
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Intriguing. In that case, you should get a creature nearly dead, then give it a ring of regeneration so it never dies. Lots of gems!
I've currently got a lovely fetish farm where someone's holding the chalice. I take the fetishes off them a couple of turns before they die, then normally they recover to full health so they can be diseased again!
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February 19th, 2007, 03:40 PM
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Private
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Join Date: Aug 2005
Posts: 23
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Thanked 0 Times in 0 Posts
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Re: Fever Fetish
In one of my games I found a province where I could build Kapa cheiftans (turtle guys with recuperation), when I placed a fever fetish on a one of them they got diseased but they never lost any hitpoints.
I wonder if the latent recuperation of the unit cured them of the disease and allowed them to go back to full health and they subsequently got diseased again on the beginning of a new turn.
The only bad thing is that I only got one firegem after 8 turns.
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February 20th, 2007, 08:51 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
Thanks: 7
Thanked 7 Times in 6 Posts
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Re: Fever Fetish
Quote:
calmon said:
I think the formula is like:
The fewer the current life compared to total life the better the chance to get a gem.
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I step back from my viewpoint. It seems that you just need less life then maxlife to bring them up to work good.
I did some tests with high hp units and low hp units, there wasn't a big difference. Both worked fine.
So the conclusion is, use units with high hitpoints and without undead state and without regeneration. Regenerate them periodly with items.
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March 6th, 2007, 10:48 PM
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Sergeant
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Join Date: Apr 2005
Location: Silent Hill
Posts: 206
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Thanked 3 Times in 3 Posts
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Re: Fever Fetish
That's odd... I've put fever fetishes on Kappa, and they suffered from normal disease effects. They also produced fire gems at a normal rate.
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March 7th, 2007, 12:02 AM
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First Lieutenant
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Join Date: Oct 2006
Location: East Norriton, PA
Posts: 744
Thanks: 3
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Re: Fever Fetish
kappa doesnt have regenration. It has recuperation. the fetish just keeps diseasing him, right?
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March 7th, 2007, 12:14 AM
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Corporal
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Join Date: Dec 2006
Posts: 183
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Thanked 2 Times in 2 Posts
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Re: Fever Fetish
Maybe recuperation is affected by life/death scales?
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February 11th, 2008, 03:41 PM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,462
Thanks: 34
Thanked 59 Times in 37 Posts
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Re: Fever Fetish
It seems that it may be a good idea to wear fetishes on already diseased units. If some turns must pass (some hitpoints must be lost) for a fetish to start working then it may be worth diseasing someone with fetish and only after two turns wearing a fetish back on him (use it somehow else for these turns).
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