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I know my ideal spawn would have the Ripper, Smasher, and extra limb: sword.
This one might do while you're looking for something better.
Best mutation combinations will also depend how you intend to use him and what skills to train.
And if you have not trained your current chaos spawn in any skills yet. Can consider the following
1) Anticipation - getting hit the 2nd time would be much harder
2) Weak spot - even more dodge/parry bypass
3) Armor break - stack more armor bypass to deal more damage
http://www.pyrospace.co.uk/mordheim/#eyJwIjoiY2hhb3Nfc3Bhd24iLCJhIjp7InMiOjYsInQiOjksImFnIjozLCJsIjo4LCJpIjo2LCJhbCI6MywidyI6OCwiYiI6MCwiYWMiOjJ9LCJlIjp7fSwic2siOlt7Im4iOiJ0ZXJyb3IiLCJ0IjowLCJ2IjowfSx7Im4iOiJzaWRlc3RlcCIsInQiOjEsInYiOjF9LHsibiI6ImF2b2lkIiwidCI6MCwidiI6MX0seyJuIjoicXVpY2tfaW5jaXNpb24iLCJ0IjowLCJ2IjoxfSx7Im4iOiJtaWdodHlfY2hhcmdlIiwidCI6MSwidiI6MX0seyJuIjoiYXdhcmVuZXNzIiwidCI6MCwidiI6MX1dLCJzcCI6W10sIm0iOltdLCJpIjpbXSwiYiI6W119
Doesn't this mean I'd have to expect a LOT of attacks per turn for the latter to be better? If you presume that every attack against him would be a hit, but not a critical, then defensive stance would be better at 6 attacks/turn.
That hasn't happened much so far - in big scrums the AI prefers to attacks other characters.
Mighty Charge has double the damage output of Strong Blow, though as you point out you can't always use it. I guess it depends on whether he is charging someone at least every other turn vs strong blow. I'd say the answer so far is that he usually is.
Put in your mutations, up your agility and see if your melee resist +20% and +11% per hit is worth it to you versus another impressive (swinging 4 times).
The 100% dodge is misleading. The enemy takes away your dodge with his accuracy stat and impressives tend to have high accuracy. So you would have a decent dodge for 3 attacks but the 4th is to be taken through damage.
Melee resist is the opposite. You begin by having the least and end by having the most. You will probably get hit more often with a decent dodge and no defense for the 4th attack.
Then there is the Rat Ogre who cuts 40% out of dodge and has accuracy so you may have down to 40% dodge against a Rat Ogre. You really need about 140 dodge is what I'm saying.
It is a good point that other high level foes might have a high level accuracy stat, but I could always take a Mark of Agility on Masterwork Cloth Armor for another 40% dodge.
Overall my goal in a battle is to try and fight the enemy separately, and lure them out with henchmen...so I don't know that I'll have an enemy impressive and others all hitting my impressive with all their attacks in one round very often. Often I don't even end up fighting enemy Ogres/Rate Ogres/Chaos Spawn because the AI can't figure out how to move them around buildings.
Dodge isn't bad. It is still suggested that you max your Agility. Avoiding Rat Ogres is not ideal in the long run. The AI does take Black Hunger and use it.
In Mordhiem plan for the worst, hope for the best. plan something and have a backup plan for it when it goes wrong.
It is preferable to max out agility since it adds to melee resist. Hit check comes in before dodge check, so if enemy fails the hit check its even better you dont get to use up dodge. Save the rune on armor for weapon skill. i found against AI shield units, with just natural max weapon skill my hit rate is sometimes only close to 80%. With weapon skill, you can pass hit check more reliably and still increase melee resist which in turn helps your impressive's defense.
Since chaos spawn cant disengage, never expect them not to pile on him
We are not saying that you have to get a perfect defense. In fact, you can take only basic sidestep if you have your dodge high enough. Its really not suggested but if you feel ok on defense, you can if needed.
Weapon Skill will always be an issue. The spawn has to hit to be effective. As much as a Spawn can chew through the enemy, he will be held back by any misses.
That is why people suggest melee resist. You can max your WS and Agility but your armor is set to Agility if you dodge.
Think about it in terms of conflict. Taking the statement "Overall my goal in a battle is to try and fight the enemy separately, and lure them out with henchmen...so I don't know that I'll have an enemy impressive and others all hitting my impressive with all their attacks in one round very often."
This statement actually speaks more melee resist than dodge. The reason being that if a Spawn will chew through the enemy, he really doesn't need protection. The claim of dodge being better is then mute. While the melee resist helps the Spawn chew through the enemies.
Then there is the natural inclination of using the Spawn mutation to your advantage. Melee Resist gains a huge advantage to your particular Spawn because of mutation along with chance to hit.
Just letting you know why the "lesser" defense is appealing to us. Your Spawn really doesn't need to concentrate so much on defense but with both offense and defense at the same time, its more efficient. Especially with Wyrdstone Horns/Anticipation/Thousand Eyes combo to help with any prolonged engagements that he may have. Then again, it shouldn't happen often because your WS will chew through enemies.
Either way is fine, melee resist is just more natural to us with Wyrdstone Horns/Thousand Eyes.