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  #21  
Old October 12th, 2008, 03:33 AM
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Default Re: Mod Nation Playing Guides

rdonj-it depends on what you're adding it to. +6 fire damage means it's +6 on each +4 attack that you've now got, plus the ability to set things on fire, plus magical damage, plus additional pain for any flammable units, like Lanka. And there's always Crits.

To keep things OT and to give you an example, I made these sacred drummer units for Aksum. They've got low Str., they're slower than my other troops, they can start elderly, and their weapons (drumsticks) only do 2 points of damage each-but they also do x3 damage to demons. So adding a Fire bless means they now do +12 hard to resist fiery, magical damage to Lanka demons, twice a round, at +4 attack per hit. Strength would still be nice, but there's no attack payoff, and it wouldn't be magical fire damage.

They're pretty niche-you can easily pick them off with archers by the time they get to your ranks-and they only do 2x12 damage, at 12 attack, unmodified-which isn't much even for the Early Age, but they're great against demons, provided they can attack the demons first-their defense is also horrible.

Add a Fire 9 bless, and they can now do 2 attacks per round, at Att. 16, each of which does 12 regular damage, + 6 fire damage, and an extra 4 points of damage exclusively to demons.
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Last edited by HoneyBadger; October 12th, 2008 at 03:47 AM..
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  #22  
Old October 13th, 2008, 08:22 PM

rdonj rdonj is offline
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Default Re: Mod Nation Playing Guides

I suppose if you have multiple attacks it is much more useful. But is it +6 on top of the damage you cause, or is it damage and then a seperate attack doing 6 ap fire damage? That makes a fair difference too. Setting things on fire is pretty useful though because even if it doesn't do a lot of damage it causes a lot of fatigue.
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  #23  
Old October 13th, 2008, 09:38 PM
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Default Re: Mod Nation Playing Guides

I believe it's +6 on top of the damage you already do. I could be wrong about that, but it's an experienced guess, since I used Fire bless fairly often.
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  #24  
Old October 14th, 2008, 03:22 AM

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Default Re: Mod Nation Playing Guides

I believe it's a separate 6 dmg ap fire attack.

I don't believe it cares if the weapon is holy or anything.
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  #25  
Old October 14th, 2008, 06:31 PM
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Default Re: Mod Nation Playing Guides

Yeah, I don't think you'd end up with +18 fire damage to the weapon, but for purposes of Prot...I would think it should still penetrate, if your weapon takes care of the Prot. Like if you're attacking a unit with 10 Prot. and your weapon does 12 points of damage, you should hit for 2+6 fire, not just 2. The fire and the weapon shouldn't be counted as 2 separate attacks in that case, they should both count against Prot. Right?
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  #26  
Old October 14th, 2008, 06:38 PM

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Default Re: Mod Nation Playing Guides

No, I don't think so, though I haven't tested it extensively.

I believe secondaryeffects have to get past prot in the same way as the base attack.
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  #27  
Old October 14th, 2008, 07:07 PM
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Default Re: Mod Nation Playing Guides

Hmmm...That wouldn't make as effective as I thought, then, if all it does is give it a 6 point secondary attack. Still good, and it would actually give 4 separate attacks to a 2 attack unit, which is great for crits.
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  #28  
Old October 14th, 2008, 07:16 PM

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Default Re: Mod Nation Playing Guides

Still the fire bless is good on any sacred with multiple attacks
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #29  
Old October 14th, 2008, 07:51 PM
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Default Re: Mod Nation Playing Guides

Pretty much rules it out for, say, Niefelheim though. Not that they need it, but it's definitely better for smaller units and units with multiple attacks, than it is for larger, or single strong attack units.
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  #30  
Old October 15th, 2008, 05:34 PM

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Default Re: Mod Nation Playing Guides

I think that if the unit doesn't have multiple attacks usually other blesses will be better. For larger units nature's regeneration usually is a great option. For all units with some armor earth 9 is nice, the reinvig as a bonus for you troops and maybe sacred mages. Personally the nations I've played bless with all got earth 9

water probably is better than fire for units with single attacks, certainly if you are double blessing (with earth then naturaly)

Then again most impressive blessing play I've encountered was the mictlan triple 9 with astral, fire and and... hmm not sure but I'd guess water since that makes most sense.
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
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In for a whole new sort of game? Then try my scenario map Gang Wars.
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