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King's Bounty: Crossworlds The expansion to the award-winning King’s Bounty: Armored Princess. |
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#1
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C.K.!! Wash that filthy mouth of yours with soap!
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#2
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I second metathron's suggestion
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#3
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![]() And thus, in both of my walkthroughs, I never had to bother with raising children, with a frog or a zombie as my wife... ![]() CK - What I like in Demons/Executioners (and hate if I am against them) is that they were MADE to rush into the front lines, and every time you hit them, they not only hit back, but with a good chance can act again against you in that round! I'm glad I am a Paladin, using Paladins... they will come in handy against those fiends. Archdemons are more hit and run then tanks, IMHO. 666 is a neat number for them, but little as HP, and unless you fight on lava they have not much defense. They rock against dragons, and they can decimate smaller stacks, and the best is of course, just like in HOMMIII, their speed and teleportation, you can do a lot of hit and run - attacking an enemy at the end of the turn, then teleporting away to another at the beginning of the turn. Only Phoenixes are faster, I think. Btw... God Armour works on Demons? Because it did not affect Undead in The Legend... thought it would not work on Demons either. Last edited by BB Shockwave; 10-27-2010 at 09:43 PM. |
#4
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Maybe things were really different in The Legend, but, they have 766 HP, they also have 66 native defense, the 3rd highest in the game, (black dragon has 70, cyclops has 67), 20% physical resistance, which is nearly the 2nd highest in the game, not counting ghosts. Phoenixes are slower. Archdemons are the fastest unit in the game. If the enemy stack is not ungodly powerful, I will typically stoneskin the Archdemon, position the Archdemon in enemy lines, and summon a phoenix next to him. I don't see the point in hitting and running. He is NOT a no retaliation unit. This is not HOMMIII. ![]() Even the Demoness has a better damage per leadership than the Demon (against level 4s and level 5s). However, the Demons are extremely tenacious due to infinite retaliations. So, no problem. My Demons summon other, disposable Demons for me. ![]() Yes, Divine Armor works on Archdemons and Demons... probably the entire Demonic race. ![]() Sort of scary when you face an enemy stack that is strong enough to generate a kill off of a 95% physical resist Archdemon though. ![]() Another benefit of the Archdemon as a tank is his ability to purge negative effects. You have no idea how often I got pissed when my Super Troll Stack would burn away a troll every round because he got hit by some stupid catapult. I would have to either phantom a rune mage to revive, or burn a dispel on him or do both. Now, I don't have to, since Archdemons will remove it for free in the beginning of the next round. Curiously enough, if the 3rd best defensive unit, with the 2nd highest physical resist unit isn't a good enough tank, what is? Not everyone wants to go Humans (Paladins and Knights probably being the better tanks at 30% physical resist and SCALING defense that goes up to... similar levels as the Archdemon after quite a few hits. ![]() (Cyclops cannot be revived, short of Turn Back Time level 3, Black Dragon cannot be pre-buffed, so he will definitely take losses against insane physical stacks). Paladins have 30% physical resists. |
#5
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![]() Doom is incredibly usefull against things like Death Knights, who otherwise take a long-long time to kill and get stronger as the battle goes on. Last edited by BB Shockwave; 11-03-2010 at 08:55 AM. |
#6
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Don't forget that Demons are harder to resurrect... all Demons and Undead are since I cannot rely on mass-healing of the Paladin. So the more of them you put on in the field, the more at risk you are of wasting a lot of rounds recovering or sucking up double Phantoms on rune mages. The Demons go back to par with the Orc Veterans with Domination (+30% against 1-3). Again, they are excellent disposable units. That said, here is an even better strategy that I ended up using instead. Phantom! 1) Phantom Demon (level 2 if I want to do Ancient Phoenix, level 3 otherwise) ![]() 2) Archdemon teleports next to the Phantom Demon 3) Pygmy the teleported enemy and slam the crap out of him. ![]() 4) Rune mages either summon or hit, demonologists either summon (if it will place it next to the enemy line too) or hit too. 5) Real Demon either hits or summons 6) Archdemon hits twice in a row. ![]() So basically the Phantom Demon causes all the havoc now by summoning again right in their line. So I don't really have to buff him. Quote:
Divine Armor, ghost armor, mirror shield, chrown of chaos, diploma of antimagic... ![]() ![]() Best part is, if you field demonologists with them, you phantom the demonologists, and use thread of life so even if you lose or get close to losing one, you can damage AND heal in one disposable unit. Quote:
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How the AI uses the enemy isn't any indication of how strong a unit is when used on your side. ![]() If the enemy was weaker, I would end up going on the offensive instead. First round, Pygmy an enemy (who has two cells exposed). Sending my Archdemon to the enemy, teleporting my Demonesses, NOT my demons, against the enemy who I just burned a counterattack to. Would basically always kill a stack or cripple it. I hit nearly 100% critical hit with the demonesses (my build relied on near 100% criticals for all the demons), so they would easily hit their max damage amount, so it is a free bless + doom in one. ![]() Against Level 1-3 units, Demons are probably a little better for aggregate damage due to unlimited retaliation with the bonus gives you a much better aggregate. Against Level 4-5 units, especially with Agvares (basically +26 attack rating to demonesses), Demonesses are MUCH MUCH MUCH better damage wise since their attack rating ends up being higher than the Demons PLUS they do more damage per leadership, so their raw damage is already higher. Since I nearly crit with all of them, I will use their MAX damage to calculate raw damage. Demoness does 18 damage. 18/160 = 0.1125 Demon does 27/300 = 0.09 So, if demon does domination, they do 0.09*1.3 more. However... with Agvares... the story is different. So that is a +24 Attack rating advantage over the Demons. 52 Attack - 30 Attack 22 is 22*0.03333 ~ 0.73 or 1.73X more damage over the demons. I say this statistically, not from "how I feel". ![]() However, this is ONLY true if the Demons cannot achieve +60 Attack over the enemy defense. If the Demons can, then you want them to hit the Level 1-3 units for Domination and the now moot point of 3X damage. Otherwise the Demonesses will outdamage the Demons in one to one combat. Demons will do more aggregate damage if in the middle of a fight, but will probably take too much baby sitting and take losses (more maintenance). Phantom Demon solves this easily ![]() Quote:
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Well, most of the time, my units already have 100% crit or close enough to it that Pygmy makes 2000% more sense. Pygmy Level 3: 40% attack rating reduction and effectively 66% more damage for 20 mana. Vs... doing 50% more damage and max damage. Pygmy does both defense and offensive in one. |
#7
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You know, when I recruited Agraves I was checking his ability and was like "WOW!" - then it turns out he can only command quite crappy units (well, except for Assassins). I wish he could command Demons instead... that'd make him more usefull.
Is there some item that grants +1 speed to Demons? It'd be quite usefull. |
#8
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@BBShockwave; that's the reason I still play with them (even when they are very weak on the later parts but love their poisoning and no retaliation). Loved the double attack to them (I'm still dreaming of a pure snake & spider team, it only lacks a level 4-5 unit to run havoc on this land!)
ArchDemons, and demons in general, are good for exactly that, hit and run, crowd control and counter some enemies with it's abilities. Very weak against paladin with paladins (duhh) and the sword of light and holy anger (now that's a lot less defense; from 66 to 38 )
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