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
EDIT: Maybe it should negate Twist Fate too.
Lets see: MA Marignon has fire damage (somewhat easy to counter without magic), some astral (MR can counter). With your math and +str its like 20 damage flags and about 24 damage knights. That's pretty good, pretty much a 1 shot on most indie units.
I haven't really used cursed luck but does it last after the battle?
The game finished before we even ran into a mass luck. The other 2 guys were nor very impressed with the melee combat bonus of Fate weaving.
I started out to run all these calculation to prove Fate Weaving is good for melee combat.
I was quite surprised by the outcome.
I did some code diving myself into Dom 5.35 and saw similar code. At the time I did not understand the 'immobilized' tag. It was check some attribute bit.
Someone in our group discussion did some tests and confirmed the test results match the formulas.
Here I copy the effect of cursed luck / fate weaving on all cases.
< = 2, 671/1764 vs regular DRN roll 1/36
< = 3, 212/441 vs regular DRN roll 3/36
< = 4, 73/126 vs regular DRN roll 6/36
Another problem of fate weaving is that it competes against magic weapon. Ashdod and Phaeacia do not care as their sacred are born with magic weapon. It is not the case for most other nations.
Even MA Marignon needs magic weapon. In 1 battle against vampires, vampires' attack are nearly all repelled, so fate weaving is not triggered. Yes, repel is the very first check in the melee combat code and if repel happens, no other effect will trigger.
My knights of chalice can not cut through 25 prot, so both sides just standing there hit air. It is kinda hilarious.
My Mari mostly provided the bless, update allies capitals and forged some lanterns. The other 2 guys did most of the heavy lifting.
I probably will not use such a bless in single player. After all, fate weaving needs the enemy to take a swing at your sacred first, to run the 16 vs MR check. After you win the 16 vs MR check, it is 50% chance if it is working.
Flags could easily die after the first enemy swing. I mostly mix them with other non-sacred like swordsman, to make sure somebody will survive to take advantage of the effect.
No, it does not last after battle. I am not sure how long cursed luck lasts. I do remember seeing it fade away after maybe 4-5 turns in combat.