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| Units, artifacts, spells and Pet Dragon Discussion, questions and solutions about units, artifacts, spells and Pet Dragon. |
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- Crit +20% is ~10% damage gain. - 20% damage is pretty good, straight 20% damage gain. However, -20% leadership gives you 25% more damage IF your unit has a somewhat higher leadership. (say, paladins 200 leadership vs paladins with inquis 160 leadership). It isn't obvious at first though. [edit] regarding higher attack skill, you always want to strive for the "60 attack greater than their defense" gap, so you can achieve 3X damage, which is obviously higher than 1.5X damage from criticals. However, this is much easier to achieve for the more useful units. You can also easily force down an enemy's defense with helplessness and / or debuffs which help lower their morale, which lowers their defense even more (all debuffs lower morale). So basically you need ~60 attack rating for your units, and you are good to go since you can bring the enemy's defense down to 1. That's also why I prefer the scalable damage units such as the goblin and the troll PLUS the indomitable ability, FRENZY (in the Might Tree). Troll's attack rating increases when anything dies (friend or foe, so your summon cannon fodder feeds the troll). Goblin attack rating goes up every time he attacks. Anytime they kill, they get frenzy attack bonus. So, as time goes on, I converge on the 3X damage bonus automatically. That's why I strive for max critical and damage when I can. Frenzy is so useful in long battles that I even get it as a mage. I can't believe no one told me about this earlier. Burn, poison, mark of death, doom, any negative status effects bring down morale. It is the same reason why the flame arrow + poison skull combo is so deadly besides the damage over time. It reduces the enemy morale status by 2! It is also why helplessness is SO SO SO evil and it ONLY costs 6 mana. It helps me bring down the level 5s like candy. Quote:
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Nope. Assassin's dagger is basically 0.5 * 0.30 or +15% damage on average to assassins, BUT the +1 poison is basically about 1/3 or 33% damage increase to Goblins. Any +1 item is a HUGE damage booster to a low damage unit, it just isn't obvious. Slap on Astral bow, Whip of Pain, Assassin's dagger to a skeleton archer, which does 2-3 damage base. Each of those items confers +1 damage. You just increased the archer's damage by about 100%. That said, I wish assassins didn't suck so much, but now that I got them somewhat near 100% critical, they can easily easily max out find weaknesses chart. I'm still wondering if they are junk or not though. Quote:
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Pop Quiz again which debuff does the most damage to an individual, assuming you already achieved maximum attack/defense gap of 60? (you already do 3X damage to the unit because your attack is 60 higher than their defense). - Doom (guarantee critical) 20 mana 2 turn - Pygmy (-40% health, -40% damage) 20 mana 2 turn - Plague (-25% attack -25% defense -25% health) 25 mana? dont' remember the turns. Pygmy. It lets you do about 66% more damage, higher than a critical which only does 50% damage, and it only costs 20 mana. Killing this unit will generate plenty of rage and you'll transmute him verry soon. (+4 mana) Quote:
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The warrior build has let me sort of still flesh out what units I want to use, be it melee or ranged or a mixture. I mean a STRONG mixture that can easily handle impossible in a fun way. I'm struggling to decide if I want to stick with assassins or go with goblin, goblin shaman, catapult (and/or what mixture of that). I found that mages have the flexibility of double cast, and warriors can have triple weapons for very interesting min/max builds, but the paladin... it has no advantage I can foresee. Mage with RuneMage with level 3 Archmage Skill is a super healer. Quote:
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Just think about that for a moment. Actually, I find Mages are still better off doing debuff spells in Impossible mode. Warrior can easily do the support build, they have to! Good support spells don't really need intellect. I've killed many bosses, in Impossible mode, with the warrior, using support spells, no-loss. How can you tell me that doesn't work? The only thing that really controls the stats are the runes. A lot of skills aren't really that needed, just like a lot of spells aren't really needed either. As long as you get the key skills for the min/maxing, that's all you need. For that reason, the Mind Tree is generally weak for the reasons I stated in the previous comment. It has abilities which can be taken away (morale buffs can be removed), whereas the other two races abilities are essentially immutable. As for casting spells, the best support spells are inexpensive or relatively so. Stone Skin, Pygmy, Helplessness, Precision, Healing. So, if your primary tree had no real game-breaking skills, and the other guy can still cast all of the key support spells you can, and you have lower leadership, what advantage do you have left? That's what I am proposing. In theory, paladin should be better... it should be. But it isn't. By the way, this is all in Impossible mode, so, if you are just talking about hard mode, then I don't know if there is much point here. I mean, yes, I'm sure in normal or easy mode I might be able to win with an archdemon and some flame arrows. Anyway I think I'm going around in circles here. [edit] Ah yes, I forgot to mention Phantom. Indeed, once I get that spell, things are a lot easier and more feasible. I do use that spell a lot and at worst, it costs 25 mana, but usually level 2 is ok as well at only 20 mana, you can still "profit" mana after consuming a mana accelerator (+25 mana). Last edited by ckdamascus; 10-12-2010 at 03:56 PM. |
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