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March 24th, 2011, 08:00 AM
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General
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Join Date: Apr 2005
Posts: 3,327
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Re: Conceptual Balance Mod 1.83 released!
Introduced in 1.7
*New E booster replacing the now unique blood stone- 4e const6 Ring of Earth (unfortunately uses the slot of Boots of Antaeus)
Edit: Ninja'd.
I assume the "Curse of the Earth" Armor offsets the reinvig?
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March 24th, 2011, 11:14 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Re: Conceptual Balance Mod 1.83 released!
Quote:
Originally Posted by thejeff
I assume the "Curse of the Earth" Armor offsets the reinvig?
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I think it does. I'll search:
#newarmor 270
#name "Curse of the Earth"
#prot 0
#enc 5
#def 0
#end
Bonus: if you have a e9+ bless you do get some additional protection. But not much.
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March 25th, 2011, 03:22 AM
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Captain
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Join Date: Mar 2010
Location: Budapest
Posts: 831
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Re: Conceptual Balance Mod 1.83 released!
thanks!
i wonder what the reasons are behind the E4 requirement, instead of B3E2 like the stone.
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March 25th, 2011, 09:46 AM
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Second Lieutenant
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Join Date: Sep 2008
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Re: Conceptual Balance Mod 1.83 released!
Quote:
Originally Posted by earcaraxe
thanks!
i wonder what the reasons are behind the E4 requirement, instead of B3E2 like the stone.
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Earth needs the booster. Blood doesn't need the bonus.
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March 25th, 2011, 10:39 AM
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Sergeant
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Join Date: Nov 2007
Posts: 397
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Re: Conceptual Balance Mod 1.83 released!
Possible bug?
The weightless scale gives -2 encumberance.
The heart of life gives chest wound +5 encumberance.
If you give both to a commander the weightless scales bonus seems to double for calculating the spell casting encumberance. Once for the armor and once for the wound totalling -4.
Example;
Enchantress. Encumberance all around = 3.
Give her a heart of life and her encumberance is 3/8/8
Then give her weightless scale and her encumberance is 3/6/4
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March 25th, 2011, 10:41 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Re: Conceptual Balance Mod 1.83 released!
That's not to do with the heart of life is it? I think armour encumbrance is always doubled when calculating spell casting encumbrance.
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The Following User Says Thank You to llamabeast For This Useful Post:
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March 25th, 2011, 10:58 AM
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Captain
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Join Date: Mar 2010
Location: Budapest
Posts: 831
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Re: Conceptual Balance Mod 1.83 released!
Quote:
Originally Posted by Stavis_L
Quote:
Originally Posted by earcaraxe
thanks!
i wonder what the reasons are behind the E4 requirement, instead of B3E2 like the stone.
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Earth needs the booster. Blood doesn't need the bonus.
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I fail to see how ur post answers my question. As i see it:
-before cbm there was an earth booster with forging requirements B3E2.
-in cbm there is an earth booster with forging reuirements E4.
and i asked: what the reasons were behind this change.
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March 25th, 2011, 11:00 AM
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Sergeant
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Join Date: Nov 2007
Posts: 397
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Re: Conceptual Balance Mod 1.83 released!
Ah good catch! The weightless scale does become -4 for spell casting encumberance. Still though is that WAD?
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March 25th, 2011, 12:21 PM
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Second Lieutenant
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Join Date: Jun 2009
Posts: 403
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Re: Conceptual Balance Mod 1.83 released!
Slobby: yes, that's WAD. It's intended to be an awesome casting armor--that's the only way it can be superior to Lightweight Scale Mail if Lightweight Scale is already 0 enc.
Honestly I believe the reasoning behind changing the Earth booster was to keep all the Earth nations from having to have a Blood pretender to get their boosters--it was worth it for nations to do that when Blood Stones gave gems, but after that was eliminated it seemed simply cruel to force MA Ulm etc to get blood on their pretender. It only really affects MA Abysia, who of the blood nations was nerfed least by the lack of SDRs. Needs of the many outweigh the needs of the few etc.
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The Following User Says Thank You to kianduatha For This Useful Post:
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March 25th, 2011, 03:49 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
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Thanked 215 Times in 77 Posts
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Re: Conceptual Balance Mod 1.83 released!
While I would like to think that Vans having an encumbrance of 2 was was an intentional boost to help with some of the hits they've taken the last couple of CBM releases, I suspect it's just a typo given all the other mounted Van units have an encumbrance of 3. Before I realized it was an error I briefly considered an F9 bless (when was the last time someone used one of those with Van?) with some kind of E bless and finding indie/summoned mages to quicken them.
On the topic of Vans, their price was increased from 75 to 90 gold as part of the great glamour nerf. I think this was unnecessary as the glamour nerf by itself solved whatever problem there was (and I sometimes think the real problem was Helheim's recruit anywhere svartalfs). Anyway, this seems overpriced, especially because iirc at the time most games were vanilla and now most MP games are CBM, which opens up rush counters earlier. And I actually do use Vans for expansion since they suffer a very low rate of attrition and don't need to be reinforced (unless of course they run into a mage province). They also can do a nice job raiding PD but facing even minimal mage support they die very quickly. Post glamour nerf 90 gold seems too much given their fragility.
Also, how about a forge bonus for the dwarves? Heck, hammers were named after them - it seems completely thematic they should have one.
And while it's worth waiting for feedback from current games as to the hit Van has taken in blood, I think Vanjarl/adrotts should get a dousing bonus. Or just de-emphasize blood and give them something else in exchange.
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