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  #1  
Old June 11th, 2009, 02:22 PM

Agema Agema is offline
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Default Re: Monolith Armour

Critical hit roll is 2d6-(fatigue/15). If the result is under 2, you take a critical. 10 fatigue is not important in that case.

The problem with spellcasting is you take 2x armour encumbrance. Even with Boots of Calius you won't really want to work as a spellcaster - still just a buff or two - and messenger boots would work well enough to recover fatigue from that. Boots of Calius would make SCs viable with units that do get fatigue fighting, like seraphs.
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Old June 11th, 2009, 03:03 PM

Illuminated One Illuminated One is offline
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Default Re: Monolith Armour

It's that low?
Anyway even with fatigue < 20 I get very powerful hits ever so often. Maybe that's just the DRN but it doesn't seem to happen to units with 0 fatigue.
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Old June 12th, 2009, 06:08 AM

Agema Agema is offline
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Default Re: Monolith Armour

Quote:
Originally Posted by Illuminated One View Post
It's that low?
Anyway even with fatigue < 20 I get very powerful hits ever so often. Maybe that's just the DRN but it doesn't seem to happen to units with 0 fatigue.
It depends if and how it rounds up or down, which I don't know. However I would assume it rounds down in such a way that criticals don't occur until 15 fatigue is reached. Even then, in the first fatigue range where criticals can be suffered it's only a 3% chance, and the second is only 8%.

I would suggest big damage hits are primarily caused by the DRN.
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