|
|
|
|
July 25th, 2007, 03:56 PM
|
Lieutenant Colonel
|
|
Join Date: May 2007
Posts: 1,355
Thanks: 0
Thanked 5 Times in 4 Posts
|
|
Dom3 Questions thread
Have a simple question, that doesn't need a thread of its own, but haven't been able to find an answer elsewhere in the forum? Ask here, please.
I'll start off by asking what are the mechanics of earthquake?
The manual lists 'def' as one of its characteristics, along with mundane. Does this spell do a roll against a unit's defense to determine if it hits? What kind of attack roll does it make? Does it get effectively more accurate as fatigue climbs?
If I have say, plenty of earth readers, some golem crafters, and a few Oracles of the Ancients (who cast 1, 2, 4, or 8 earthquakes), who'll survive? MA Agarthan LI has a good defense, though EA agarthans don't. And the mages don't have any armor at all...
|
July 25th, 2007, 04:48 PM
|
|
Major General
|
|
Join Date: Sep 2006
Posts: 2,198
Thanks: 90
Thanked 32 Times in 22 Posts
|
|
Re: Dom3 Questions thread
Well I am not really certain of the exact mechanics of earthquake, I have had considerable success with 3 Troll kings casting 3 earthquakes leading armies of trolls or sea trolls. I have done this many times, resulting in no casualties for myself and destroying 1,000+ strong armies in 3 or less combat rounds. So protection, regeneration and high hps are good with earthquake. I have had similar success with MA Agartha/EA Atlantis using the massed earthquake tactic.
Earthquake is extremely effective at destroying massed mages as well, I have often taken out communions with earthquake.
|
July 26th, 2007, 02:19 AM
|
Lieutenant Colonel
|
|
Join Date: May 2007
Posts: 1,355
Thanks: 0
Thanked 5 Times in 4 Posts
|
|
Re: Dom3 Questions thread
Thanks for that answer, Meglobob. I may get the opportunity to see Earthquake in action soon, myself.
|
July 26th, 2007, 08:42 AM
|
|
General
|
|
Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
|
|
Re: Dom3 Questions thread
Quote:
Lazy_Perfectionist said:
Does this spell do a roll against a unit's defense to determine if it hits? What kind of attack roll does it make?
|
Yes. I guess it makes a standard roll like in MR checks against 10. So with a defense of 20 or above you should be relatively fine.
Quote:
Lazy_Perfectionist said:
Does it get effectively more accurate as fatigue climbs?
|
I guess the standard mechanics regarding fatigue and defense come into effect. High fatigued units catch criticals and therefore afflictions more easily, and unconscious units can't defend at all.
|
July 29th, 2007, 06:21 PM
|
Lieutenant Colonel
|
|
Join Date: May 2007
Posts: 1,355
Thanks: 0
Thanked 5 Times in 4 Posts
|
|
Re: Dom3 Questions thread
What's the deal with the Master Alchemist?
I can't seem to figure out what the flavor text actually does for me. I don't see any bonus alchemizing gems, though I only know how to do them one at a time. Is there a way to alchemize more than one at a time?
Also, how does the Alchemist's Stone work?
|
July 29th, 2007, 06:26 PM
|
|
Major General
|
|
Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
Thanks: 67
Thanked 49 Times in 31 Posts
|
|
Re: Dom3 Questions thread
I think it might be for turning gems into gold, not gems into other gems.
Jazzepi
|
July 29th, 2007, 06:29 PM
|
|
General
|
|
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
|
|
Re: Dom3 Questions thread
Yep, double gold for each gem.
|
July 29th, 2007, 08:06 PM
|
|
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Dom3 Questions thread
So, on this line of thought, what was the thinking behind allowing alchemization of earth and fire gems, but not the others?
I'm assuming fire gems represent garnets, earth topaz, air diamond, water sapphire, nature emerald, death opal, and astral pearls.
If I had an opinion that anyone wanted, I'd make it so you could alchemize fire, earth, air, water, nature, death, and astral gems, with elemental gems given preference over nature and death, and nature and death preferred over astral (say 15 for elemental gems, 10 for nature/death, and 5 for astral) with a bonus of 1 gold for every level in that path your Pretender has.
That gives a little bonus for the elemental paths, which are weaker in the long term than death/nature, and a bonus for death/nature, because they'd be rarer than astral gems, since the astral gems (logically) would be more common than any other gem.
This would give *all* the other magic paths a little boost, compared to blood, which wouldn't hurt a thing.
I get that the explanation is apparently (al)chemistry functions in such a way, in the Dominions universe, that fire gems and earth gems are the only ones that can be extracted for gold, but that doesn't really answer the question in a thematically interesting or satisfying way.
__________________
You've sailed off the edge of the map--here there be badgers!
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|