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I did a test with miner vs Orc Boyz the +60 does basically nothing, in one test the miner got down orc boyz to 50 models with the +60 and they got them to 56 without it. I never use Rune Lords anyway and only Runesmith in early comes only from the quest so I well out of miners by the time I have access runesmiths.
And I did, I was very descriptive with how I did the fight and laid out the outcome of the fight which clearly supports my view that runelords are subpar. And yet nowhere in your wall of text do I see you address this.
You for the 10th time or so have not done anything to address my arguments, in fact. You just keep going on rants and talk past me. Like how I specifically mentioned that the no mana cost of runes doesn't make up for the fact that they are borderline useless, and yet here you are yet again trying to make the argument that runes are good because they don't have any cost. I've also already laid out before that a thane does a better job at making dwarf lines hold by throwing him in to combat where needed, and yet here you are pretending a runelord does a better job without providing any valid argument as to why.
Despite the physical ressistance of the Anvil of Doom, the runelord still has ♥♥♥♥♥♥ stats. Not to mention you're being hypocritical by pretending the runelord is a great tank whilst also trying to argue that hes a supporting character not a duelist (meaning that any physical resistances or ward saves on himself are pointless).
And when did this change to AoE attack happen, I don't remember this at all and I've read alot of patch notes. Do you know if it was because the lords and thanes max AoE hit was higher than those of the rune lords/smiths so with the nerf they brought it on par?
Remember, this is % chance to hit first. If the orcs were lucky with the rolls in one test, or unlucky in the other, it will greatly impact how much damage the armor needs to protect against.
For instance, if we say that the Orcs in 1 test lands 20 hits more than the other test, that is 20xtheir AP damage extra, that no armor can protect from. Even more so, if they are part of the charge(as they will deal more damage).
You would have to do maybe a hundred tests of both types(with and without the armor buff), to get a half decent picture of the effect.
Even then, if we look at what you are saying, the buff saved 6 miners. That is roughly 450 less damage taken then. And since the buff is an AoE, that means multiple units would have taken less damage. It quickly adds up.
patchnotes[www.totalwar.com]
Dwarves
"Lord: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, +5 melee attack, -100 cost, -2 splash attack max targets, +10 ap melee damage, -10 base melee damage"
"Thane: +5 hit reaction ignore chance, +15 knock interrupt ignore chance, +200 mass, +5 melee attack, +1 melee defence, -100 cost, -2 splash attack max targets, +15 ap melee damage, +10 base melee damage"
I dont know if it was higher than other faction's lord and heroes(I would assume so, due to the -2 target nerf).
As for being better. Runelords have the same army upgrades as a regular lord(bonus to infantry, ranged, arty etc). They are obviously worse in actual melee, especially against enemy lords and heroes, but against most units, you dont really feel any difference. With their Runes, they can negate a lot of damage in high pressure zones by increasing armor or giving everyone a ward save for a fairly long duration.
Similar deal for Runepriests.
Thanks, must've forgotten about those. But I wouldn't exactly call this a nerf overall its a major buff that makes them more viable in combat than they already were.
You don't seem to realize that, despite having explained perfectly clear how damage negation works, that adding 60 armor on an 80+ armor unit doesn't do anything meaningful.
I've had this argument with someone else in this thread several times now, dwarven infantry wins without buffs against virtually any non-AP unit. Meaning that adding an armor buff in to the equation is pointless, and against AP units even more so.
And whilst the ward wave can most certainly help, I would argue that throwing a lord / thane in to combat does more to mitigate damage to your unit than popping a ~30 second AoE wardsave.
This is the problem I have, I can't think of anything that a rune character can do that a regular one can't do just as well, if not better, in more situations.
My sentiments exactly - but better expressed by you.
I wish someone made a mod to revert this Rune ;(
Miners lose to Orc Boyz 1v1 but what I was saying is the miners only killed off another 6 models with the +60 armor buff before getting routed which was 50 models remaining, that might not be so bad its just under half the Orc boy unit. But this confirms to me that yes Rune Lords are bad starting lords to use unless you can recruit them at certain ranks to kick start them.
It appears I misunderstood who lived and who died. :)
Anyway, if the buff allowed the terrible MA stat of the Miners to kill off 6 more orcs before getting routed/killed off, that is even more impressive.
Now try run the test with something that is more equal to the Orcs, like Dwarf Warriors. See what happens with and without the buff.
The Dwarf Warriors should win, but I would be interested in hearing how many more survive with the buff running, especially if you activate it as the Orcs Charge.
You should never buy a lord based on what they bring at level 1.
If you want your army as a whole to perform better, bring a Runelord(he is also slightly cheaper). If you want a Lord that can deal with other lords and heroes slightly better, go for the regular lord(I just use ranged firepower for that).
Yes, they are better duelist, but they need to be better at something afterall. Runelords and priests buffs your army. Lords and Thanes can duel better.
Even if they already win against Orcs, they win even more with the buff. If a model does not die as fast, it can keep attacking. If they take less damage than what they give, it means that they are winning the fight, so the other side takes a morale penalty while you gain a bonus. If fatigue starts to affect units, the extra armor can compensate for some of the penalties.
If I take 5-10 less casualties per unit, per fight, it means I can keep pushing on rather than having to wait for replenishments.
And in fights where you are targeted by a lot of low AP attacks(mass goblin archers, or a unit charged in the back by wolfriders for instance), having that extra armor can negate a lot of damage(70-100% non-AP reduction instead of 40-80% non-AP reduction).
Also I can probably save just as much, if not more, models just by throwing the lord in to combat.
No they don't. I don't get how you don't get this.
Goblin archers have a ranged weapon strength of 16 iirc. Only 1 of which is AP.
This means on a dwarf warrior unit they only deal 2+9 damage per arrow maximum, assuming 40% reduction. Changing this maximum to 2+4,5 (5?), assuming 70% reduction, for half a minute is laughable.
Mass goblin armies get trashed by just about anything in vanilla, not just dwarves. Wolf riders are probably the worst light cavalry in the game, their charge is negligible even from the rear on dwarven infantry. I don't know why you would pick the worst examples to try to make a point lol.
And since Runelords are a slow-burn Lord type, and the Dwarves are all about slow-burn starts that snowball into an unstoppable Blue Tide...well, the argument makes itself, really. If they're not for you, oh well. But they do damn well for others. That doesn't make them bad. That makes them "not for you".
Never use them myself, honestly. Most of my games involve confederating every other faction of my kind and just using the starting lords to kick ass. With Dwarves, nobody has a Runelord initial leader, so...
I can save HP on a unit by sending a regular lord/thane to reinforce them aswell, this isn't a good reason why rune characters are good.
Let's just make this easier, aye? Let's say, armor strictly reduces 50% to 100% damage of armor value. Forget about MA/MD for now, forget about the actual calculations for now (because it's still early morning here and I can't be arsed to do maths for a smart little prick).
If Dwarf Warriors have 80 armor, no Runesmith buff:
Damage reduction range = 40% to 80%.
Enemy non-AP damage range = 60% to 20%.
If Dwarf Warriors have 110 armor due to Runesmith buff:
Damage reduction range = 55% to 100% (not 110% due to damage reduction cap).
Enemy non-AP damage range = 45% to 0%.
If Dwarf Warriors have 140 armor due to Runelord buff:
Damage reduction range = 70% to 100%.
Enemy non-AP damage range = 30% to 0%.
Still don't get it?
Granted, the buffs are temporary. But the armor buff isn't the only thing Runesmiths have so there you have it. Moreover it is free-to-cast, just like what RCMidas said:
Not relying on WoM shows ever more so that Runesmiths and Runelords support their armies by making them last longer in a battle of attrition.
You are the one who clearly didn't read anything before you claim you did. How the ♥♥♥♥ did you not know armor mitigates damage by percentage rather than a direct number-to-number reduction? Let me quote you:
In fact, this is not even how you thought armor worked at first. Let me quote your opening post:
This is not Diablo 2. In D2, that's how armor works. Not here. Or maybe that's how armor works in other TW series but I wouldn't know of that, I don't play other TW games (maybe except Rome 2 which I might get in the next sale, still thinking about it).
Let me quote you again, on your latest reply to me up to this point:
This literally confirms the way you thought armor negation works? Which way, exactly? The chance to hit? Or the direct reduction?
Let me quote your smartassery again:
You INDEED do not know how damage calculations work. Or at least did not. Now stop acting tough like you got it all and I got it wrong.
You keep taking my examples as THE ONLY VALID EXAMPLES. They're NOT. I chose Orc Boyz because they're the most common things you fight at the start of Dwarf campaigns, and their non-AP damage applies most to the armor issues you're stating. I didn't use Big 'Uns because they're T3. T1 Dwarf Warriors are more than a match for Orc Boyz, but might lose to T3 Big 'Uns. T3 Longbeards might hold off against Big 'Uns but as the tiers go higher, AP damage starts stacking as well. So for the sake of easy comparisons, I used T1 units only.
Do your own ♥♥♥♥♥♥♥ testing or don't bother replying.
The only thing that I didn't know was that non-AP damage doesn't gets directly reduced by the armor value. Which barely does anything to debunk my previous arguments, as I've explained several times now. And yet here you are acting as if I didn't knew anything at all about the mechanics.
You're harping so hard on this little thing because you're seemingly afraid to lose an argument. You're embarrassing yourself but are seemingly too dense to acknowledge it.
I did do plenty of tests, one to prove you wrong (which it did). Yet again you leave another non-reply post where you don't address any of my arguments and talk past me. Just sit down already, you got nothing. You're not contributing anything here.