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Units, artifacts and armor-bearers Discussion, questions and solutions about units, artifacts and armor-bearers.

 
 
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Old 02-20-2010, 06:29 AM
dashcunning dashcunning is offline
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Join Date: Jan 2010
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Quote:
Originally Posted by Zechnophobe View Post
Marauder vs Bear:

Start of Turn:
IF: Maurader is more than 2 squares away from bear He waits.
Bear moves.
If he can use no retal ability, he moves to position to do so.
IF: Marauder is not more than 2 squares away from bear, or is unable to use no retaliation ability: He runs away, out of range.

He shouldn't lose, he may not ever even get hit.
That would only work once. Their speed is the same, the bear always moves 2 closer every turn. Once the bear gets too close, the marauder has to move 2 away every turn to maintain distance or he will get hit. If the marauder is moving 2 every turn to match the bear moving 2 every turn, then the marauder has no action points left with to attack.

The higher init would allow the marauder to run when his ability isn't ready and avoid the bear on those turns. This means the marauder gets 2 hits to every bear hit. The no retaliation ability and the retaliation to the bear's hit. Whether or not that's enough to kill the bear, I can't be bothered to check. I already did my math for the day.


Edit: I've attached an excel spreadsheet I made. It has all the various stats of different units and does some calculations as well. Damage per Leadership (adjusted for attack and crit), Health per unit (adjusted for defense), Total damage resistance (adjusted for defense and physical resistance). You can plug in your hero's attack/defense/crit/resistance/extra damage (assassin's dagger or whip of pain) and enemy attack/defense at the top. It is lacking the special abilities and talents however.

I figure most people would have something similar, but if not they can use mine. I find it helpful so others might as well.
Attached Files
File Type: zip kings2.zip (12.2 KB, 5 views)

Last edited by dashcunning; 02-20-2010 at 07:27 AM.
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