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December 15th, 2010, 12:48 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
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Thanked 54 Times in 39 Posts
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Re: Infernal Sword
many, insofar as they allow you to kill your opponents 
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December 15th, 2010, 10:05 PM
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First Lieutenant
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Join Date: Jun 2010
Posts: 732
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Re: Infernal Sword
Pen bonus (e.g. inches) increase chances of penetrating enemy MR.
The standard MR checks at 12, so when you banish an undead who has MR 14, you are doing so at -2 MR check on the DRN table, looking at the manual that has a 30% chances of hurting the undead. With +1 inches you are effectively doing -1 MR check rather then -2, or 38% on the DRN table. This is why mind hunters want +5 inches.
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December 15th, 2010, 10:13 PM
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Sergeant
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Join Date: Sep 2010
Location: Burbank, CA
Posts: 317
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Re: Infernal Sword
Quote:
Originally Posted by Finalgenesis
Pen bonus (e.g. inches) increase chances of penetrating enemy MR.
The standard MR checks at 12, so when you banish an undead who has MR 14, you are doing so at -2 MR check on the DRN table, looking at the manual that has a 30% chances of hurting the undead. With +1 inches you are effectively doing -1 MR check rather then -2, or 38% on the DRN table. This is why mind hunters want +5 inches.
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So what are the different methods of getting inches?
Did that sound like an adult entertainment ad lol?
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December 15th, 2010, 10:22 PM
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Corporal
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Join Date: Nov 2010
Posts: 107
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Re: Infernal Sword
every 2 ranks of magic above whats needed to cast a spell gets you +1 penetration; there are also items that specifically grant spell penetration
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December 15th, 2010, 10:36 PM
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First Lieutenant
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Join Date: Jun 2010
Posts: 732
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Re: Infernal Sword
Rune smasher = 2 inches
Void eye = 2 inches
spell focus = 1 inch
ring of wiz/sorc = 1 inch
And some artifacts
The standard hunter gear is smashher, eye + focus for 5 inches.
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December 21st, 2010, 05:47 PM
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Corporal
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Join Date: Nov 2010
Posts: 107
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Re: Infernal Sword
+1 to jonbrave. the manual was essential to understand the game as a newcomer, missing nations/out of date charts or not.
however if one is seeking to make a more up to date reference, the wiki is an obvious place. It's sorely in need of more work; I registered an account but as yet haven't made any significant contributions.
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December 21st, 2010, 06:39 PM
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Sergeant
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Join Date: Sep 2010
Location: Burbank, CA
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Re: Infernal Sword
Quote:
Originally Posted by DeadlyShoe
+1 to jonbrave. the manual was essential to understand the game as a newcomer, missing nations/out of date charts or not.
however if one is seeking to make a more up to date reference, the wiki is an obvious place. It's sorely in need of more work; I registered an account but as yet haven't made any significant contributions.
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I agree that the manual is leaps and bounds above the current standard of "Here's five pages and our website!", but it would be nice to see an official update. The main problem with Wiki is that anyone can post, so there's no guarantee that the information is better, and it may even be worse.
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December 21st, 2010, 08:43 PM
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Corporal
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Join Date: May 2010
Posts: 181
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Re: Infernal Sword
By worthless didn't mean you should not read it or use some of the tables in it. If you were brand new, without it you would just wander around without ANY direction.
I mean it is worthless in the way of outdated...The only good I get out of it is some of the charts for artifacts, spells, and a general overview of a nation. Other than that even most of Nation guides (even the ones done by some VERY talented people) are way out of date because of CBM and other mods that are common place now.
It may be MY fault because I jumped right into MP and didn't play 1 SP game. But when I spend tons of turns, time, and effort to set up my plan....and then find out the artifacts don't even work as described so I have to scrap that plan and start again....it just becomes too tedious for me personally.
Others seem to have NP with it.
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December 22nd, 2010, 03:42 PM
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Sergeant
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Join Date: Sep 2010
Location: Burbank, CA
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Re: Infernal Sword
Quote:
Originally Posted by Ragnars Wolves
By worthless didn't mean you should not read it or use some of the tables in it. If you were brand new, without it you would just wander around without ANY direction.
I mean it is worthless in the way of outdated...The only good I get out of it is some of the charts for artifacts, spells, and a general overview of a nation. Other than that even most of Nation guides (even the ones done by some VERY talented people) are way out of date because of CBM and other mods that are common place now.
It may be MY fault because I jumped right into MP and didn't play 1 SP game. But when I spend tons of turns, time, and effort to set up my plan....and then find out the artifacts don't even work as described so I have to scrap that plan and start again....it just becomes too tedious for me personally.
Others seem to have NP with it.
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I don't see how you could expect Shrapnel to base the manual on mods.
If there are enough people interested who still play without mods, and we could get Shrapnel's OK, I'd be happy to help coordinate an army of volunteers to get the manual updated. I think that if you assign very limited things to each person ("You find out if the in-game descriptions of Thaumaturgy levels 1 through 3 match the book"), it would be something that could get done.
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December 22nd, 2010, 04:12 PM
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Corporal
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Join Date: May 2010
Posts: 181
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Re: Infernal Sword
That is just what I mean...I DON'T expect ANYTHING from Shapnal. they have for the most part said there is going to be NO Dom 4 and they are working on something else and don't have the time or inclination to do anything with this except let it be.
It is a good game, and it has a LOT of depth. But most of the guides are written in 2008 to 2009, long before CBM or any of the other mods. And while I don't want a complete walk-thru on how to win...it sure would make it a little easier if the guides if the guides still didn't tout the GORGON as Sauros main pretender design.
Someone said that the old timers on here know which artifacts are not what they are described at so no one has put together anything (I see FL and Trumanator have attempted to put at least SOME cohesion out there..thanks guys!!). Even Baalz, whose guides I have read are still good on basic strategy, but you better be prepared for a month of SP to find out how the changes effect them or on turn 58 your gonna find out the hard way.
I am sure there are a lot of guys willing to put in the work to help update the book or at least the posts. I just personally don't have the patiance or desire to spend 6 hours on a turn making sure everything I want to do, and it says I can do ...I really can do.
Great game..great modders...old info.
A lot of new guys on here play it, but say you are used to Strategic games and not so much Tactical. You can get by to around turn 30 or so and then you better figure out magic in a hurry. I think that is the killer for me.
I just think I will finish my games and get into something I can understand in a few months or so.
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