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September 30th, 2008, 02:54 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
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Re: Nature magic bonus to regeneration?
High leadership doesn't give awe by itself. However, there is a heroic ability that gives both Awe and a massive leadership boost. This may create some confusion.
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October 1st, 2008, 01:40 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Nature magic bonus to regeneration?
Long ago, Zen wrote about "Fear and Awe and the Variables".
Quote:
I've been reworking my MIQR for misinformation (which it does have) and I've come across that might help with the understanding of Fear and Awe and the effects of increasing.
...
The effect of Awe in combat is:
10 + awe + 2D6(oe) vs MRL +2D6(oe)
When an Awe check succeeds, it doesn't allow the opposing unit to attack thus nulling any effect it might have.
Awe is also based off of magicalleadership. It begins at Leadership 100 with Awe(+0). The formula is:
(Magical Leadership -75)/25
It is culmunative with Heroic, Ability and Magic Item Awe.
Awe has increasing levels as with Fear.
Awe (+0)
Awe (+1)
Awe (+2)
Awe (+3)
etc.
In my MIQR it will be changed to reflect this change (as it was influenced by high leadership items.
I hope this helps those who have been confused and finding conflicting reports with what they see and what happens in game.
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I stand my point, even if I didn't remember that it was only magical leadership that increased Awe.
Note that the formula Zen gives is based off of DomII leadership values. In Dom3, it probably starts from 160 or 200.
Last edited by Endoperez; October 1st, 2008 at 01:43 AM..
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October 1st, 2008, 06:48 AM
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Corporal
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Join Date: Sep 2008
Location: Moscow
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Re: Nature magic bonus to regeneration?
OK, I`ll check it just today - I`m playing long duel MA Marignon (my favorite) vs allies Mictlan&Machaka and it`s easy to spend some time to test leaders with artefacts, fire magic and experience
Marignon commanders have highest leadership I know - up to 140 (High Inquisitor) so increase them to 200+ is not a problem
Tomorrow I`ll answer with real results of test
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Plz sorry for my english - I`m Russian, and have no time to practice. If you want to discuss the game - well, let`s do it. If you want to discuss mistakes - write pm
Also grammar nazis must say sorry to my sick duck, yeah
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October 1st, 2008, 07:33 AM
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General
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Re: Nature magic bonus to regeneration?
That 140 leadership is regular, not magical. I'm not sure what starts with really high magic leadership. Above and beyond what you get for paths anyway.
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October 1st, 2008, 08:39 AM
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Corporal
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Join Date: Sep 2008
Location: Moscow
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Re: Nature magic bonus to regeneration?
Ok, then I`ll test regular commanders with all ways. Gem income and large armies makes it possible
And somebody knows, what will be better: prophetize one of my xperienced Seraph commanders or create special hero for that? Make SC Prophet or one of "spiritual leaders" with just preaching and boosting my dominion in my own provinces?
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Plz sorry for my english - I`m Russian, and have no time to practice. If you want to discuss the game - well, let`s do it. If you want to discuss mistakes - write pm
Also grammar nazis must say sorry to my sick duck, yeah
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October 1st, 2008, 09:53 AM
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National Security Advisor
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Re: Nature magic bonus to regeneration?
I'm at home now and can test this (I quoted Zen at school). Items that increase normal leadership by 100 or more result in Awe, regardless of what the particular unit started with.
Zen might have meant that with "magical leadership", as opposed to magic leadership, because his formula works.
For clarity's sake, I'll rewrite it here as so:
(item bonus to leadership - 75)/25
Result of 1 will be Awe +0 or +1 to existing Awe, 2 will be +1 or +2 to existing awe, etc.
Because most leadership-increasing items are weapons this will rarely come into play. I think only Twin Spears are meant to be both weapons and leadership-increasers. O'al Kan's Sceptre doesn't seem to be bad in melee, either (armor-negating, area stun, 50% resistance and Awe with another +50 leadership item).
This also explains why Crown of Overmight gives Awe, or rather why the Awe isn't listed in the manual.
Last edited by Endoperez; October 1st, 2008 at 09:57 AM..
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October 1st, 2008, 09:58 AM
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Corporal
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Join Date: Sep 2008
Location: Moscow
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Re: Nature magic bonus to regeneration?
Crown of Overmight - purple long funny hat or cheap orange crown? First adds Awe as its own ability, second - just cool booster and way to give magic creatures to non-magical leaders
About what crown you say?
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Plz sorry for my english - I`m Russian, and have no time to practice. If you want to discuss the game - well, let`s do it. If you want to discuss mistakes - write pm
Also grammar nazis must say sorry to my sick duck, yeah
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October 1st, 2008, 10:34 AM
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National Security Advisor
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Re: Nature magic bonus to regeneration?
From page 275 of the manual:
Crown of Overmight; F5E3, prot 20, def -3, enc 2; cursed, ldr +100, str +5, spell: charm
Amon Hotep; F5S5, prot 8, def 0, enc 0; invulnerability, awe, cursed, mr +5, FR 50%, spell:mummification
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October 2nd, 2008, 01:35 AM
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General
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Join Date: Sep 2004
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Re: Nature magic bonus to regeneration?
Amon Hotep is not all that useful in my experience. The mummies you can create are not very good.
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October 2nd, 2008, 02:45 AM
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Major General
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Join Date: Sep 2007
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Re: Nature magic bonus to regeneration?
Quote:
Originally Posted by Lingchih
Amon Hotep is not all that useful in my experience. The mummies you can create are not very good.
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