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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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I get a feeling that it was one of those chests that was "in the battle" in the beginning. I'm not sure though! I swore I dug it, but who knows. In my opinion, the demons true strength is tenacity due to infinite retaliation. That's why they are excellent summon units (and awesome candidates for Kamikaze). KarlosCV: were you playing Impossible No Loss mode? That must have been a pain to restore the imps? I like Archdemons since they are far more durable. I'm not so sure about other bosses, but it certainly made fighting the Frog and Spider doable. Admittedly they are NOT so good for damage/leadership. The Frog... I had to use the Archdemon to force him NOT to use a mass attack. I'm surprised you didn't see the power of orcs. Try using moldok as your hero, get onslaught level 3. Phantom Orc Veterans eat up the front line like nothing. Once they hit Adrenaline Level 3, even bosses can't counterattack their assault. Goblins end up doing 18K/damage per hit... throw in a Paladin and second wind. Oooh that pain. Last edited by ckdamascus; 10-25-2010 at 12:54 AM. |
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#2
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Also, +20% crit multiplies with Morale. So if you have +3 morale (140% crit) this will be +28% critical instead. So, how does this figure in? Dryads do 1-4 damage (average 2.5) and crit for 6, more than double damage. +20% damage would cause them to do just that, 20% more damage flat accross. (so .2*2.5 = .5 more damage per strike) +20% with 3 morale (easy on dryads) so +28% crit causes them to, on average, do 28% of the crit damage they get. So 6 -2.5 = 3.5, * 28% = .98. This means that yes, the crit boost is actually substantially more worth it(for dryads under these conditions). Also, most items that increase crit, do so for all your troops, whereas I don't think many items increase damage for all of them. This is why I like to field high morale, high crit units with large damage ranges |
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#3
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I learn something new every day. Haha. [edit] This actually makes the spell Doom a little bit more worthwhile. Otherwise, Pygmy utterly annihilates it. (it still sort of does though. Haha). Last edited by ckdamascus; 10-31-2010 at 09:15 PM. |
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#4
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@Ckdamascus; I learned that in AP and boosted all my units critical (dagger of judgment + shadow cloak/ Max Prayer skill; critical boosting items for particular races/units, etc.)
The only problem is that by having 95-100% critical chance, Ancient vampire are nearly invincible (since they cannot be hit by critical) so I had to kill them by spells or wait until a negative effect lowered my critical chance.
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#5
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In my last playthrough I decided to finally try orcs and demons.
Orcs - even with the CW improvements still a bit disappointing (or maybe because of them, I didn't care for the new Adrenaline feat). But boy, the demons were fun! I dumped executioners after a while (too slow, too expensive, wimpy dmg/lship ratio) and changed them for imps. Best unit ever! And the demoness was even more awesome. With Avgares nad the Whip of Pain she almost always killed the whole stack with one strike. Not that it was necessary after she teleported my Cerberi into enemy ranks - with their three-head strike they cleared it all out in two three rounds. The only possible weakness - Archdemons. In my view they don't have any useful abilities. Teleportation seems nice, but a hasted demon with "run" is with the enemy in one round as well and with my demoness-cerberi combo it was not really necessary anyway. And halving only sounds cool. Later I only took them for the fights with dragons, it was funny to watch those poor black and red bastards not being able to even touch them So if anyone is also bored with overpowered strategies like black knights, pure ranged or plants with botany-blackthorne-assasin dagger-whip of pain combo, demons are a great entertainingly different team to go with. |
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