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- melee mystic culture units sunder resistance
- there's an unit enchantment in tome of enchanting that gives sunder defense to melee
- dark culture tier 2 battle mage has a spell which sunder both if I remember correctly
There's probably more ways to, you can navigator this (honestly awesome) database to find out more: https://minionsart.github.io/aow4db/HTML/EmpireTree.html
Interesting. So, do Mystic infantry with Sundering Blades enchantment become hellish debuffing machines?
Is it possible to get negative armour, resistance or status resistance?
Are there other modifiers to debuff chances? Otherwise debuffs with 30% given by enchantments become outdated too fast.
Is there a minimum debuff chance?
Are there effects that are not subject to status effect resistance? Sunder? Displacement?
A) HBSJ is wrong, resistance, armour and status resistance are separate values for separate things. sundering resistance does not reduce status effect resistance.
There are relatively few effects that lower status resistance. Tome of Zeal has the Status Condemned, which lowers Status Resistance, (which is a bit odd, as Order isn't big on spamming status effects other than condemned), and I think some magic origin units can lower status resistance.
I guess the army spells, that give negative resistance towards a certain element also apply to the status associated with that element, so Shock Weakness also lowers the chance of resisting the Electrified status for example.
B) I don't see Mystic infantry as the ideal vehicle for Sundering Blades.
For one, usually mystic culture has fewer needs to Sunder Armor, as they usually focus more on elemental damage from range instead of physical damage, and resistance is lower than armor on pretty much all humanoid units except support units, and way harder to bolster.
Their melee units are usually rather guards than the DPS in the stack.
Best and cheapest armor shredder units are the Barbarian Sunderers, cheapest armor shredding spell must be Mark of Prey,
THE dedicated anti-armor tome is the Tome of Transmutation, with Melt Armor, 3x Sunder Armor plus 20 Fire damage as an AoE, and the Transmuter battlemage, that shifts armor.
Sundering Blades isn't OMG amazing in its own right. but it's a decent bread and butter enchantment for frontline fighters, who are likely to engage other frontline fighters.
C) The one big modifier to debuff chances is quantitiy. A lot of attacks hit up to 3 times, and it's enough for a status effect to stick once.
And those status effects with the low low chances to stick are usually also the nastiest, when they stick. Frozen comes to mind, which often still turns into Slowed when it fails.
Let's see if I can answer all of these:
Spellshields with Sundering Blades is fun to do, because it feels a little bit like a reverse Barbarian Warrior situation? You get a couple of Sunder stacks on the enemy frontline, and then use Stunning Flash with a higher chance to stun. I mean, like, since Stunning Flash has a lower base chance, Warriors have an easier time than Spellshields leading with the stun, so for Mystics, it tends to be more of a payoff than a setup, if that makes sense?
Yes, you can have negative defensive stats. If I understand correctly from my gameplay so far, they seem to scale at a similar (percentage-based) rate to positive buffs to those stats, but in reverse - higher negative means less effective hp, at a declining percent rate but increasing effectiveness per point. I am bad at math, and someone else can probably explain this better.
No, the debuff chance is modified by status resistance, period, and starts at the percentage specified in the skill applying it. However, some skills don't list a percentage chance - these just straight up apply the debuff. For example, Barbarian Sunderers and the Mark as Prey spell both just...apply stacks of Sundered Defense. The only way to avoid them is to be immune to the debuff, like golems are. I should ask for a fact-check on that, but I'm pretty sure it's all correct.
Low initial debuff chance does scale badly, but that's because either the debuff (Frozen) or the ability applying it (Stunning Flash 6-hex AoE) is otherwise very powerful. This is actually why the Blizzard spell from the Tome of Cryomancy lowers status resistance - it's baked in synergy!
No, there is no hard lower limit on debuff chance, but it is very likely there's a practical limit to the mathematics that I don't understand.
Yes, there are effects that sidestep status resistance - RE: Sunderers, Mark As Prey, etc. You can identify them in the on-cast tooltip, because they will list the effect with no percentage chance.
I think you're right.
Thank you again :).
Hopefully, last question:
Do several Misfortune or other stackable debuffs count as 1 debuff or several (some effects scale on # of debuffs on enemies).
Just checked ingame, and you're also right.
Could have sworn that this wasn't there at release?
I see.
Regardless of reading tooltips, i've been spamming Sundering Curse like a maniac, since i discovered the warlock as the best mono-army unit in the game.
Basically it is a self-reinforcing effect, as the first Sundering maybe doesn't deal THAT much damage, but even most tough targets are dead after 2-3 hits. Then you see crits for ~60+ damage, from a T2 unit skill with 6 range and 1 turn cooldown.
Of course you still have shackles, coffin, and freezing blast from your Lord's cryomancer equipment, or any other spell/ability benefitting from it.