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  #21  
Old September 18th, 2006, 08:51 PM
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Default Re: Blessings balance?

Quote:
Ighalli said:
Chance = (damage delt)/(remaining HP before damage)

The chance was doubled (or +100% if you prefer) for cursed units, and only happened 10% of the time if you were regenerating.
The actual formulas were:

Chance = (damage dealt)/(base hitpoints)*100%

Cursed units had a (Chance + 25%) chance of getting an affliction. Regenerating units had (Chance/10).
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  #22  
Old September 18th, 2006, 09:25 PM

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Default Re: Blessings balance?

Have we actually tested that it's base HPs? Way back when I was fooling with a teleporting Sphinx it was very noticeble that the afflictions started to accumulate rapidly when the HPs started to get low. Admittedly there will have been more hits by that stage but it didn't seem linear. Also, have you looked at dead guys? They all have afflictions.

These haven't been controlled tests but it's a strong perception -- what is the basis that it's otherwise?
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  #23  
Old September 18th, 2006, 09:59 PM
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Default Re: Blessings balance?

Quote:
Wick said:
Have we actually tested that it's base HPs?
I don't think anyone has ever tested it. I'm trying to find Johan or Kristoffer's post where they discuss it, but have had absolutely no luck so far.

Quote:
Also, have you looked at dead guys? They all have afflictions.
I'm almost certain that I've seen dead units in the hall of heroes with no afflictions. I could be wrong though.
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  #24  
Old September 18th, 2006, 10:03 PM
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Default Re: Blessings balance?


Dead units usually have afflictions, but not all the time.
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  #25  
Old September 18th, 2006, 10:09 PM
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Default Re: Blessings balance?

I was thinking about the horror mark thing too, but it should be a very low chance. Having a ton of horror marked units is not only bad, it could be tedious, right? I've actually never experienced it before.

A little bit of life drain sounds cool, too.

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  #26  
Old September 18th, 2006, 11:50 PM

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Default Re: Blessings balance?

Quote:
JaydedOne said:
Personally, I agree that the Nature 9 berserk bless is suboptimal compared to, say, fire weapons and don't think I'd buy up to 9 with the vast majority of strategies I might use.
I'm not sure I agree. Fire-9 is a good bless when you have cheap and weak sacred troops (which incidentally tend to imply that you need high dominion as well thus increasing the cost of the strategy). Nature-9 gives you pretty nice combo of regeneration, lower affliction chances and berserk. Very good for nations with strong sacred troops (like Jotunheim or Machaka). Because those only need dominion of 5 and 6 it makes the strategy cheaper, allowing an option of taking second bless (perhaps water, or fire). So in my view fire, water and nature are the best blesses, but what is optimal depends on the nation.
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  #27  
Old September 19th, 2006, 12:28 AM

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Default Re: Blessings balance?

Quote:
NTJedi said:Dead units usually have afflictions, but not all the time.
Given the number of variables in the system that isn't proof I'm wrong but it's strong evidence. It's also supported because if it's based on current HP there should be more then 1 affliction -- going down 10HP 2 at a blow averages 2.83, 50HP one at a time is 5, 100HP all at once just 1. JK *could* have tweaked it but, 95%, I was wrong and it's the base HP. (Base HP always averages one.)
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  #28  
Old September 19th, 2006, 12:59 AM
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Default Re: Blessings balance?

*remains curious why the blood blessing has yet to be commented on by someone with knowledge*

...

PS -- Someone with awesome powers should add blood slave icons to the Graemlins list.
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  #29  
Old September 19th, 2006, 05:21 AM
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Default Re: Blessings balance?

Quote:
BigJMoney said:PS -- Someone with awesome powers should add blood slave icons to the Graemlins list.
All the magic pips should be added..
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  #30  
Old September 19th, 2006, 06:44 AM

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Default Re: Blessings balance?

Quote:
BigJMoney said:
*remains curious why the blood blessing has yet to be commented on by someone with knowledge*


Maybe because the blood blessings are the same like in Doms 2.
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