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There's a lot more things weak to fire than there is weak to shock damage.
Also a lot more things resistent to fire that you can put with a fire storm caster to wipe out whatever doesn't get firestormed.
Because they added a new one: Meteor Shower.
IMHO, while I think most of the changed in Dom5 are welcome, many of them seem to have created other problems and unbalances.
Its lvl 9 research....
On Firestorm in my 20 MP games in Dom 4, the only player I ever saw casting Firestorm was myself and that was as EA Abysia and it killed the caster but did its job at the time in that battle, killing 1,000+ enemy undead. I still got overwealmed by his 20,000+ free spawn, free upkeep undead and the other 1,000 to 2,000+ free spawn, free upkeep undead the player reanimated for free every turn. The overall nerf for battlefield spells across Dom 5 was a major boost for all decent free spawn / reanimater nations.
I am upto near 80+ in my 1st Dom MP and even through all the fire kings are in play and Arch Devils & Hellio demons there is zero chance of anyone casting Firestorm.
In Dom 5 if you do cast Firestorm it will likely kill the caster and if you are foolish enough to use a communion it will kill caster & all slaves more then likely.
Firestorm should get a 100 fatigue reduction or a 1 F gem reduction or both. Its too hard to use atm and may as well not exist.
That point seems really valid. Anyone got any thoughts on it?
Phoenix power ,Fire storm should work ?!
Could also add Elemental staff to get to 8F in the end.
I agree though, thats a tad too hard right now to cast the strong battlefield spells.
In dom4 spell fatqiu for single cast could not go over 200, so it was possible to cast the fire storm spell with F5 mage and survive, but in Dom5 the fatique cap was removed.
Like terve886 said, patch 5.11 nerfed Fatigue damage, so now Mages would only take 1 point HP damage from every equivalent of 50 additional Fatigue over 200 - so a spell which would cause 300 Fatigue total would cause 2 HP damage to the mage.
(There is a percentage chance that Fatigue below the threshold can cause Damage as well -- if Illwinter modified that formula, also, the math works out to (Fatigue Points x 2) % chance of taking 1 HP of Damage).
Since the most fragile mages are 8-9 HP*, it seems to me that the actual damage caused from Fatigue isn't that much of a concern. It reduces the chances that a single mage will cast multiple Battlefield--wide spells in rapid succession by themselves, but that can be circumvented by bringing multiple mages to crucial battle (which is a good habit, anyway).
*and the King of Elemental Fire is 54 HP, so losing a couple points of HP is even less of a concern.
I haven't noticed freespawn being an issue in MP.
For real guys? Ermor has always been that way. As far as I know there has never been a point where MA Ermor (And you HAVE to be talking about them with those numbers. Scelaria maybe in Dom 4 but certainly not now).
Trying to argue that you can't deal with late game Ermor because your casters take a few points of damage is willful ignorance at worst, or simply kneejerk posting at best. It's pretty widely accepted that Ermor's counter is to take them out of the game early. You can still communion easily and take little to no damage from that huge spell (assuming you have the resistance). Big casters generally don't give a single **** about a few points of damage.
Both Ermor and Scelaria received fairly major nerfs. Scelaria cannot use independent priests anymore, which now means they have to choose between mage turns and undead. Either they recruit two level 1 Scelarian priests for a meager undead income and no mages, or they use their mages to recruit more undead but again at the cost of mage turns. Before there was no loss of mage turns, and this is significant.
I'll let a quote from Six-P sum up some of the nerfs to Ermor:
Are they still overpowered? Yes. That's why you jump on that nerd ASAP or you just don't let them into your game.
Just want to add.. I think you're miscalculating. Even with the previous more punishing 1 damage per 25 fatigue, Amaimom the F4 heliophagus can cast phoenix power and cast Fire Storm without worrying. That's 300 fatigue ((500 - 200) / 25) = 12 points of damage. He has 55 Hp. This is not including a fire booster of some kind, which you should definitely have if you're using Heliophagii and kings of elemental fire. At the less punishing and CURRENT fatigue damage it's 6 points, like a hard punch to the face for Amaimom. With a fire helmet and a gem you're looking at 125 fatigue.
This isnt right.
Fire Storm is 5F and cost 5 gems for 500 fatigue.
Amaimon (4F) casting phoenix power will be at 5F casting it and as such takes 500 fatigue+spell casting encumbrance. No extra gem can be used.
Also, isnt it the way that you take damage every turn /every other turn from being over 200 fatigue???
This would mean that any mage getting over 200 fatigue because of casting a spell with no means to reduce fatigue per turn afterwards could slowly die ..even high hp guys.
From the manual:
"Fatigue damage
Fatigue damage adds to a unit’s fatigue rather than subtracting from its hit points. Units fall unconscious when they reach 100 fatigue. No unit can have more than 200 fatigue – each 25 fatigue points inflicted once a unit has reach 200 inflicts 1 point of hit point damage. If fewer than 25 fatigue points are inflicted, the chance of taking 1 hit point of damage is (the number of fatigue points inflicted x 4)% except that a single fatigue point will never result in any damage."
The fact that it says "each 25 fatigue points inflicted once a unit has reach(sic) 200 inflicts 1 point of hit point damage" suggests to me that this happens when it is inflicted, but not again. If people are seeing it recurring each turn I would suggest that is a bug, because at even 250 fatigue you're looking at 10 points of damage with the standard 5 fatigue recovery per combat turn. I highly doubt that is what they intended, as this would kill most human mages.
Re: Amaimon the reason the extra gem would be used is because of phoenix power + flame helmet, taking him to F6