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As for spells stacking I'm pretty sure each spell will apply a separate buff or debuff if they can stack.
Some spells do have a limit on how many units they can effect which I think might be how Invocation of Nehek works, but I can't be sure since I don't play Tomb Kings. I know other healing spells will cap out on effecting 4 units in total, but the individual healing to soldiers in the units will be divided up evenly.
So, how does healing or a dot work? Say a stack has 100 units and you cast a spell that targets 2 such stacks. How does it work?
That reminds me of a partly unrelated question. What do those "effective vs single unit / multiple combatants / single character" etc mean? What does "single unit" or "multiple combatants" mean?
its good against the same targets spirit leech is "single target high hp/low model count units" except now in an AOE
So, ideally, a bunch of heroes or Giants or such. And if it affects several stacks, it will have 50% to damage a single unit / stack, yes? That'd also make it good vs Trolls and such.
Also, why is Wind Blast so weak? On paper, it deals the same damage as Chain Ltng's pulse, but without ArPen(pure Magical). Does that mean it gets reduced by Armor or whatever(because it's definitely too weak to match a pulse of CL)? Why does its Overcast version give another 3 ArPen Magic dmg(as a separate package) instead of just adding ArPen to original 12(isn't that overly convoluted and, besides, definitely not worth an Overcast)?
Wind Blast is a chaff killing spell and does *not* deal the same damage as Chain Lightning because as you noticed it lacks armor penetration at all until overcast. A sizable amount of spells are reduced in damage by armor and Wind Blast at 11 magical damage and 0 ap is a prime example. Also I thought the wind blast spell was 11+4, adding 4 ap damage when overcast, did it get nerfed again.
I believe it is 12 + 3. Regardless:
Magic which don't have ArPen symbol goes vs Armor(=gets reduced by armor) and Magic which has ArPen symobl has 100% ArPen dmg?
Are you certain? Because with the mod, Wind Blast(overcast) says:
11 Magical + 4 Magical ArPen damage
If we compare it to Chain Lightning:
11 Magical ArPen damage / interval. (come to think of it, the mod should also state what that interval is)
Wind Blast does MORE overall damage, but if you see true power of CL(idk, use a mod I'll link afterwards), you'll be left wondering: "wtf is going on, why is WB so weak?". And such.
This mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2204475961
(maybe it should be reverse: basic Vortex moves and overcast stays put)
So, the overcast part of Wind Blast(= 4 Magical ArPen) is in fact 100% ArPen? And the base is reduced by both MgcRes and Armor.
With that said, WB isn't as weak as it is overpriced as ♥♥♥! 8 WoM for the basic version?
Basically just gives it a smidge more damage against lightly armored units. But it's still meant to be used against trash like zombies, skeletons, skavenslaves and the likes.
What I meant originally was that I didn't think there was any spell that was 100% armor piercing (overcast or not), I thought there was always a non-AP damage as well.