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October 3rd, 2007, 01:21 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
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Re: Some actual numbers...
Counters to earthquake:
Etherealness
high protection (16+)
high defense (16+)
high hit points
take out the casters before they can cast
rely on combat summons scripted to go after the earthquake (elementals, skellispam, etc).
Now, obviously many of those counters are gonna be hard to get on a bunch of units unless you're lucky enough to have the right stuff available nationally. What you'll want to do if you don't have those units is use fairly concentrated squads you can more easily buff. Forge some heavy armor for your mages (encumbrance is gonna suck but it beats dying), outfit some thugs with high defense/protection/etherealness, and generally don't field large armies of tasty targets.
In the realm of stopping him before he can cast it you've got two choices, you could try and assassinate if that's an option, or you can try to outguess where your opponent is moving and have a counter-squad there to meet him, getting the first turn drop. What you do with that first turn drop depends on what's avaible to you and what type of army he's got supporting his earthquake casters. Scripting anti-undead spells will all target that risin oracle if there are no other undead. Scripting flyers to attack large enemy monsters or rearmost could be a good choice depending on his army. Heck, just having a bunch of cheap mages cast body ethereal on some elephants first turn could work.
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October 3rd, 2007, 01:28 PM
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General
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Re: Some actual numbers...
If you can throw Robes of Shadows on the mages instead of heavy armor, that'll be better for encumbrance and protection.
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October 3rd, 2007, 02:27 PM
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Corporal
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Re: Some actual numbers...
I get that high protection helps at the moment of the damage roll, but how does defense help against earthquake?
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October 3rd, 2007, 02:29 PM
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Major General
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Location: Columbus, OH
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Re: Some actual numbers...
If you read the description for earthquake, there's a defense roll in there somewhere.
Jazzepi
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October 3rd, 2007, 08:43 PM
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Lieutenant Colonel
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Re: Some actual numbers...
Quote:
Earthquake targets an area, but will not strike those who sucessfully passes a def roll. This is a pure def roll, so shields will only be bad here, since they lowers defense before adding pary. Not much use to parry the ground.
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I don't know what the roll is based on, but I'll assume 10+DRN.
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October 3rd, 2007, 08:47 PM
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Corporal
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Re: Some actual numbers...
Quote:
Tuidjy said:
Assuming the targets have 10 hit points and armour 10, the earthquake will fail to
injure 31.6%, kill 10.7%, and cause an average of 4.7 points of damage to everyone else.
If the armour is 15, the respective numbers are: 46%, 6.7%, and 3.71 damage to
the remaining ones.
(The above assumes everything hits. Defense has not been taken into account.)
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57.7% wounded for 4.7 damage and 47.3% wounded for 3.7 damage is still very bad news. His casters are all sacred with a death nine bless; they have +350% chance to cause afflictions with all damage they do. Just a few castings will badly wreck any army that lacks regeneration.
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October 4th, 2007, 02:21 PM
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General
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Re: Some actual numbers...
I'm curious... with that death-9 blessing, do they get afflictions on themselves, as well? Since earthquake damages all units, including the caster.
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October 4th, 2007, 02:32 PM
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Major
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Re: Some actual numbers...
I would think that they would.
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October 4th, 2007, 02:46 PM
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Major General
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Join Date: Feb 2004
Location: Houston, Texas
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Re: Some actual numbers...
Yes, the death bless does effect friendly fire.
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My guides to Mictlan, MA Atlantis, Eriu, Sauromatia, Marverni, HINNOM, LA Atlantis, Bandar, MA Ulm, Machaka, Helheim, Niefleheim, EA Caelum, MA Oceana, EA Ulm, EA Arco, MA Argatha, LA Pangaea, MA T'ien Ch'i, MA Abysia, EA Atlantis, EA Pangaea, Shinuyama, Communions, Vampires, and Thugs
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October 4th, 2007, 02:47 PM
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First Lieutenant
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Re: Some actual numbers...
Since the guy is immortal, though, and has a lot of hit points, he isn't in all that much danger.
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