Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Now need to get to the point where I can figure out how Luck interacts with Undying.
I'm having far too much fun with the skellies. I don't want to end up being the guy everybody hates in MP XD
This description is not wholly accurate. Normal + HP effects can increase your rate of regeneration at 11 max hp and every 10 hp after, since regeneration is max hp / 10 rounded up. Undying does not count. An undead shadow vestal (9 max HP) with reformation and undying 6 will still only regenerate 1 hp per round. I tested it in game.
Still, regeneration prevents your living units with undying from dying at the end of combat, and if you have a pretender with base d3, then grabbing a few points of undying may be cheaper than grabbing the same amount of hp from nature, even if you already spent 7 death points on reformation.
This is true, and Undying also does not increase the amount of HP you get from Enlarge. It does increase the amount of HP you can get from life drain though; I am not sure whether or not it currently increases the amount of HP it takes to sever your limbs. (It used to but there's been an Undying fix since then and I'm not sure whether that behavior was a bug.)
For most intents and purposes though, Undying + Regen is just plain +HP. It's relatively rare that you'd purchase Resilience + Regen specifically to increase your regen rate, since each point of Resilience would cost you at least a scale and a half at that point (since you need N8 to get even one point of resilience--counting MA Mictlan's bless bonus as +1 N).
It's not just a D3 pretender. You can take a plain old Mother of Monsters, for example, and compare the price of D5N7 (Undying-10 + Regen) to N10 (Resilience-3 + Regen) on any other chassis available. You'll see that D5N7 is much more attractive. You might do this on e.g. Sauromatia, in order to make your Warrior Sorceresses better thugs and increase the durability of your Oiorpata. Doubling a unit's effective HP has dramatic effects on attrition. I've been VERY happy with the Undying component of my bless for Marignon/Shinuyama: 50 HP Shuten-dojis (effectively 58 HP) with quickness and damage 25 life-draining are extremely durable even against lightning evocations.
That said, do carry on, gentlemen.
It doesn't stack with large but it does "stack" with regeneration because it modifies your maximum HP, whereas undying does not. If you test it yourself you can see.
It mostly depends on your units' durability, which is roughly the product of defense + protection + HP. It's not about HP alone. E.g. if it were possible to put Regeneration + Undying on MA Ulmish infantry, it would be very valuable because they take damage rarely, so even 1 or 2 HP per round would go a long way. Of course that's a hypothetical; the real-world corollary is MA Eriu and Sidhe Lord thugs with Mistborn, where it is again valuable primarily because damage is slow enough that Regeneration can keep up. It also helps you leverage Foul Vapors and fight underwater troops without dying after combat (stupid poison spears, grrrr) and survive getting lit on fire as well as a number of other BEs, and help your old commanders survive disease, and can make your supercombatants tougher if you Prophetize them.
The fact that it helps you cast big globals and gives you access to two of the best magic diversity paths (D + N) is just icing on the cake.
I wouldn't recommend Regeneration unless you're getting three or four synergies from it, but it's not all that rare to get that many synergies. Shooting from the hip I'd guesstimate that about 35% of the nations in the game can make good use of Undying + Regeneration if they have a suitable pretender; and it might be roughly competitive with the theoretically optimal build for something like 5-10% of them. It's something to consider when you're thinking about how to spend your design points, anyway.
Morcaster, I've been wondering the same thing, having been mucking around with ermor recently. Even if I take D7+ on a pretender, a massive stack of undying seems more useful than reforming flesh. I suppose reforming flesh is nice on tartarians, but that's a bit of a niche bonus.
I also notice that undead units with undying return to full hp after a battle. That means it gets around the 'inanimate' trait preventing after battle healing, which is a nice extra bonus.
Find a key unit, weigh it's stats and determine what would be most helpful. Obviously a unit with a large hp pool would benefit more from the regeneration, however if it had weak protection or defenses then I'd go with undying. units with small hp pools should undying no matter how much defense they have.
Then magic comes into play and you may as well bash your head in because they're so many variables, but don't pay to much attention to that as it's not as important because it's simply unavoidable. 4 to astral with both magic resistance is good enough to help quite a bit.