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Multiple spell casters are useful for Arcane Conduit (WoM recharge rate), lore variety or chain casting of the same spell but generally I’d say more than lord + 2 heroes are overkill.
WoM are tied to armies not the casters. Certain casters in one army can affect the winds pool increase by influencing the +%age when increasing with items and skills. Even if you replace the lord leading an army the winds won’t change.
Overall maybe 5% (10% max) of all the casts I do are overcasted.
Only when a big blob forming up, with final transmutation ie.
But others spells like firestorm, moving along with a fair portion of rng, i basically never overcast there.
Pit of shades I do, occasionally if again there is a big blob or if I know the unit I aim at must die right now, etc.
But that still not much compared to all the times I don’t overcast.
Overall I think 25% for overcasted spells is fine, it’s a decent rule.
I wish CA fix their dam AI tho, overcasting their entire reserve up to the point of killing their own spellcaster, it’s ridiculous.
Just program them to not overcast, problem solved !
AI usually doesn’t use the most efficient spells (and even less in the proper conditions), so it’s just wasted anyway.
It wouldn’t be that hard to improve AI on that part, CA just lack the will to fix it so far.
Hopefully it will change…
But otherwise, from players pov, it’s fine as it is.
Battlefield based. The armies that engage are the ones who determine how much WoM pool there is.
Examples;
You have a 100 WoM reserve army in ambush with a 20 WoM army as a bait. The ai attacks with a 70 WoM army. The ambush is a success, you will have 100 WoM reserve, even when the 20 WoM reinforces. While the AI has 70 to spend.
The ambush fails, the AI engages your 20 WoM army, you will only have 20 to spend, even when the 100 WoM lord joins the field.
There are other ways to increase the cap. Almost every caster will have a +5 max WoM skill. I believe (not sure) some recruit traits can give more. LL defeat traits are able to increase your reserves. Some items give increased power reserves. Lore of death will give 2.5 into your reserve pool with it's passive.
But no, multiple armies their WoM do not stack.
Little side note, some characters will impose a miscast chance to casters if they're present. Empire Arch lectors and Warrior priests will give all enemy casters on the map a base 50% miscast chance.
While Dwarf runelords on their anvil of doom do not cause miscasting, they do give around.. 300? damage to the enemy caster per casting. Which can stack with miscasting.
Pink fire of Tzeentch, Stream of Corruption for Nurgle, and possibly Piercing Bolts of Burning arguably all in my experience seem more cost efficient (at causing army losses quick and getting more balance of power) when overcasted than regular cast, especially the first too even vs single isolated infantry units the ratio is like double the damage for 1.5-1.7x WOM cost. But with the premise in general I definitely agree especially firestorm you’re right on the mark overcasting is a bit of a noob trap with most spells. I’m gonna test Infernal Gateway again too since it seems like another one that does better overcast
Replying and quoting you more for OPs info since you probably know this already but also factions with spell mastery trait on their casters benefit from bringing multiple casters, that’s mostly just Cathay and Kairos though
The spell still goes off even if it miscast, you just take negligible damage.
not played Tzeentch or Nurgle so far, not tried these spells yet, so i trust your advise, you are most likely right to do it that way.
about fire meteors, i rarely use them tbh... its a good spell for sure, but when i use it its usually only for the troops on the wall (above a settlement's gate ie, when sometimes they just stay there no matter what, best way is meteors then, etc).
otherwise, i save the WoM for firestorm...
but am gonna do couple of tries with overcasted meteors soon as i have the occasion, following your advise. see if its worth it.
usually the none-overcasted do just fine to destroy handgunners of all sorts/races on the wall, so i never felt the need of overcasting meteors.
specialy like its often the spellcaster alone during 15 minutes while all my army stays back during early sieges, and emptying all his pool of WoM first, etc.
as he gets shot at from all towers and such, i usually dont think at taking the risk to overcast in that situation, fearing i would need to retreat him before he has spent all his pool.
but it might be worth it, gonna test it soon :)
It should be way more punishing. Magic should not be brainless.
I might install back this mod that increased the debuff when miscasted then.