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  #31  
Old October 15th, 2008, 06:02 PM
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Default Re: Mod Nation Playing Guides

Here's something to ponder: Does the Fire bless double with a Water bless?
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  #32  
Old October 15th, 2008, 06:14 PM

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Default Re: Mod Nation Playing Guides

It isn't much of an issue to ponder.

Water bless grants quickness, quickness grants 1.5 actions, more actions means more attacks, more attacks means more secondaryeffect fire bless.
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  #33  
Old October 15th, 2008, 09:09 PM
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Default Re: Mod Nation Playing Guides

So water bless + fire bless + quickness boots on, say, a Devata with 4 swords of swiftness, would give you somewhere around 24 attacks, 28 with their natural kick attack. Seeing as they have the air path, and can fly + air shield, that's pretty fun.
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  #34  
Old October 16th, 2008, 04:30 AM

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Default Re: Mod Nation Playing Guides

No, I'm not saying the fire effect is an extra attack, it isn't. It's an extra effect added to the standard weapon attack.
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  #35  
Old October 16th, 2008, 04:53 AM
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Default Re: Mod Nation Playing Guides

What's the difference?
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  #36  
Old October 16th, 2008, 05:28 AM

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Default Re: Mod Nation Playing Guides

I guess the difference is that the fire damage always hits the same person as the weapon which produces it.
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  #37  
Old October 16th, 2008, 05:31 AM
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Default Re: Mod Nation Playing Guides

Quote:
Originally Posted by llamabeast View Post
I guess the difference is that the fire damage always hits the same person as the weapon which produces it.
And doesn't cause an additional Defense reduction in the target.

Think of it like the Small Area Fire from a Firebrand, but it only hits the one target, not the entire square.
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  #38  
Old October 16th, 2008, 06:21 AM
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Default Re: Mod Nation Playing Guides

How bizarre. I don't know why, but that just somehow blows my mind. I think I must be very tired...
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  #39  
Old October 16th, 2008, 06:34 AM
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Default Re: Mod Nation Playing Guides

Hah! I knew I had seen a discussion about the need for mod nation guides back when the world was young. Erm... in 2007 I mean. Thanks to the resident necromancers for digging it up for me.

To get the thread back on topic: I've written a quite extensive guide on Arga Dis here: http://forum.shrapnelgames.com/showthread.php?t=38517, for those who haven't come across it yet. Unfortunately, it's not of a size to allow copy/pasting it into this thread, as the shorter playing guides in the beginning of the thread, but links work almost just as well, right?
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  #40  
Old October 16th, 2008, 06:36 AM

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Default Re: Mod Nation Playing Guides

And it only activates if the weapon its attached to hits,.. and /possibly/ only if that weapon damages (this is untested, I only mention it because that seems to be how melee poison secondaryeffects work.

Firebrand I believe is small area fire as a secondaryeffectalways so even if you miss, as long as you swing, it activates.
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