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December 2nd, 2005, 12:56 AM
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Multiple Repels?
Hey, how do the attack-repel mechanics work if the defending unit has two weapons equipped? Or perhaps even four weapons equipped (like a nata)? Does every weapon that the defender has which is longer than the attacking weapon get a chance to repel? Does each successful repel attempt cause the 1pt of damage (for a possible max of 4)?
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December 2nd, 2005, 05:22 AM
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Re: Multiple Repels?
1 more thing, would flaming weapons affect a repel? if so then get a nataraja with 4 herald lances, some reinvig and some decend armour so like this: nataraja with some fire (flaming weapons) maybe some astral for etheral/luck ect 4 herald lances, spirit helm, any armour robe of invunrability? or jade armour? boots of flying/quickness and then a misc of your choice which should have reinvig then send him up vrs some ermor hordes
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December 2nd, 2005, 05:35 AM
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Re: Multiple Repels?
No, no and no.
You got it all the wrong way
Check the manual, and the addendum, and think about it:
- Check for repel is done when the rolls for the attacking unit are made.
- Repel is 1 damage point fixed. No special weapon properties are taken into account.
=> There's no 'repel attempt', there are only 'attack attempts vs longer weapons'. Each unit has a chance to get repelled for every attack it makes (if it uses shorter weapons than the target).
If the target has multiple weapons, greatest weapon length is used for repel calculations. Therefore it doesn't matter how much weapons you stuff on your Nata.
This leaves the question - what do Flaming Weapons do?
In case of the defender, nothing.
In case of the attacker, I'm not sure. They (and other secondary effects) should not add a full attack, but an additional damage roll, so there's no additional repel roll. (flaming weapons don't have a length, you know). Otherwise, any blessable multi-weapon unit would kill itself quite quickly against Light Infantry, what they don't.
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
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December 2nd, 2005, 07:25 PM
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Re: Multiple Repels?
I think each long weapon gives an extra chance to repel and do damage. Saw soulles getting 4 damage when attacking a ettin mandragora.
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December 2nd, 2005, 07:48 PM
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Re: Multiple Repels?
and of course the 4 herald lances would help when nataraja is attacking, maybe 1 or 2 could be replaced with an accursed shield and something else
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December 2nd, 2005, 08:01 PM
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Re: Multiple Repels?
There are times when you guys are driving me nuts...
There's nothing to "I think" about it. That's how the devs say it works. Read carefully:
The check for repel is made for each ATTACK, and takes in account the longest weapon the defender has. (Manual page 14, 6.2.2 Repel)
Kristoffer O posted May 25, 2004 18:53
Repell will never deal more than 1 p damage.
A unit CAN get more than 1 point of damage per combat turn from repel: If it has more than 1 attack.
Last time I checked, soulless have either fist or claw(29), both of which have only 1 attack.
So either you have miss-observed, or the devs don't know how their game works, or it's a bug.
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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December 2nd, 2005, 09:34 PM
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Re: Multiple Repels?
ooh, or maybe all three 
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December 4th, 2005, 09:01 AM
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Re: Multiple Repels?
Well I observed my ettin giving soulless more than 1 damage when they were attacking him and the only explanation I could think of that they were getting 1 repel damage for each of his sleepvines.
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December 4th, 2005, 07:08 PM
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Re: Multiple Repels?
Maybe I've completely forgotten how it works but, IIRC, repelling doesn't do 1 damage. It involves a normal attack and damage roll but is capped at a maximum of one with no secondary effects. Since the damage from sleep vines is all in the secondary effect they should do no damage while repelling.
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December 5th, 2005, 05:53 AM
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Re: Multiple Repels?
YOU GUYs ARE REALLY MAKING ME MAD !!
Dear Wick, if you think you may have "completely forgotten how it works", why don't you just shut up and read the manual (page 14, paragraph 6.2.2 Repel) and listen to the devs.
For the last time I'm going to re-state what Kristoffer O. posted and what's in the manual, respectivly:
If an attacker is repelled successfully and makes his morale roll to press on with his attack, he is assigned ONE damage point fixed, IF the defenders damage roll is higher than the protection roll of the attacker.
This damage point is NOT (capped) weapon damage, and therefore there can't be any secondary effect.
And as it's triggered by the attacker, not by the defender, it's ONE HIT(POINT) PER ATTACK at max.
If someone claims that repel does more than 1 point of damage per attack, I (and maybe the devs as well) would like to see a savegame which proves this.
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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