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Old June 8th, 2010, 08:15 AM

llamabeast llamabeast is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Thanks very much everyone for the comments, and thanks especially Valerius for the tests. It looks like the Shishi is still eminently killable, but perhaps it is true that he is applicable in an overly wide range of situations without any modification to his kit, given the low cost.

Okay, my current inclination is to reduce the Shishi attack by, say, 6. Possibly by 8 if it was considered necessary.

The alternative is to reduce their magic to A1 and give them #onebattlespell Mistform. Of course I could do both - maybe they should be cheaper then?

They weren't originally intended to be cloud trapeze assassins. I wanted them to be very flexible and mobile army support, able to take on a chunk of enemy troops (especially demons) as a valuable part of an army. Obviously they are also suited to raiding, which is fine. Of course, you can't really control what people use things for.

I quite like them having 6 attacks. It makes them into a really flurry-of-blows army killer. I could reduce this but it would not be my preferred option.

zzcat: I can see why you think the Zmey is overpowered, but I don't think he is. I did quite a lot of tests against a mundane army of Man knights, without mage support. Before I added the tail (which provides repel), the zmey (with current stats) was always killed, after killing maybe 6-10 knights. I want the Zmey to be a MONSTER - it should be the scariest animal-type monster in the entire game, hence it should be able to take on large numbers of mortal troops (I don't think it will ever compete with a true SC with full slots). The previous incarnation was always killed almost immediately after killing hardly anyone.

However, I would not be averse to reducing the attack on the tail by a couple of points (makes a surprisingly large difference), or to increasing the cost a little. I should perhaps do some tests against an army with mage support. My feeling is that the Zmey would still be killed, but at least he now provides some threat, as desired.
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Old June 8th, 2010, 12:44 PM

zzcat zzcat is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Quote:
Originally Posted by llamabeast View Post
zzcat: I can see why you think the Zmey is overpowered, but I don't think he is. I did quite a lot of tests against a mundane army of Man knights, without mage support. Before I added the tail (which provides repel), the zmey (with current stats) was always killed, after killing maybe 6-10 knights. I want the Zmey to be a MONSTER - it should be the scariest animal-type monster in the entire game, hence it should be able to take on large numbers of mortal troops (I don't think it will ever compete with a true SC with full slots). The previous incarnation was always killed almost immediately after killing hardly anyone.

However, I would not be averse to reducing the attack on the tail by a couple of points (makes a surprisingly large difference), or to increasing the cost a little. I should perhaps do some tests against an army with mage support. My feeling is that the Zmey would still be killed, but at least he now provides some threat, as desired.
Have you equiped them? In my test a zmey with body ethereal/lucky pendant/girdle of might/Lycanthropos' Amulet is virtually unkillable for regular troops w/o mage support. In attachment I used a nerfed version of Zmey(with old stat but more hp and tail and making fire breath its primary attack) but it still routed 100 knights quite easily and killed half of them.
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File Type: rar zmey.rar (78.0 KB, 141 views)
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