View Full Version : multiple attacks
Whismerhill
December 14th, 2003, 01:11 AM
how multiple attacks and bonus giving multiple attacks and spells are handled ? :
let's say that I have a nataraja pretender(4 attacks per turn or 4 spells per turn right ?) with tartarian chains in one hand (2 attacks per turn)
with one sword of swiftness in another hand (2 attacks per turn)
and gloves of the gladiator in his Last two hands (4 attacks per turn)
how many attacks or spells will this unit get ?
and furthermore if the we give more than one objects of the same type (for example : 4 swords of swiftness) will the number of attacks increase accordingly ?
HJ
December 14th, 2003, 02:11 AM
Since all attacks are part of the same action, they will all target the same square. Weapons that have multiple attacks will target the same unit within that square with all their respective attacks. The defending unit gets -1 def after each attack targeted at him until the end of turn. Nataraja will only cast one spell per turn.
If you want to cast more spells per turn, or target more than one square, No. of attacks doesn't help. You need more actions per turn, i.e. quickness.
[ December 14, 2003, 00:15: Message edited by: HJ ]
Graeme Dice
December 14th, 2003, 02:37 AM
I believe that each defending unit also gets -1 to protection for each attack that hits in a turn as well.
Pocus
December 15th, 2003, 12:59 PM
Originally posted by Graeme Dice:
I believe that each defending unit also gets -1 to protection for each attack that hits in a turn as well. <font size="2" face="sans-serif, arial, verdana">I dont think so, unless something changed from dom1. You can have an armor piercing attack against somebody which is fatigated, but prot is not reduced by multiple attacks, only def.
Daynarr
December 15th, 2003, 01:24 PM
Originally posted by Pocus:
I dont think so, unless something changed from dom1. You can have an armor piercing attack against somebody which is fatigated, but prot is not reduced by multiple attacks, only def. <font size="2" face="sans-serif, arial, verdana">I agree. I think only def gets reduced by multiple attacks. Fatigue affects protection.
December 15th, 2003, 05:02 PM
Originally posted by Arralen:
Doesn' the manual state that
- every 10 points of fatigue will reduce defense by 1 ?<font size="2" face="sans-serif, arial, verdana">Yes.
- every subsequent attack on a unit in a given turn will reduce defense by 1, too ?<font size="2" face="sans-serif, arial, verdana">Yes.
- there's a growing chance of hits penetrating the armor, when a unit gets fatigued ?<font size="2" face="sans-serif, arial, verdana">The Protection of the Unit is halved. They state the forumla for you. 2d6-Fatigue(/15). Greater than 1 = Full Protection.
Dependant on probability (See Saber's "I need to figure out Dice" thread) but a safe bet would be 50% of the time a unit with 75+ Fatigue will have half their Protection negated and 33% of the time on a unit with 50+ Fatigue.
(Note: Is it the entire protection score or only AP (armor protection)? I also assume the effects of AP are additive as well)
Also you do lose Attack rating based on Fatigue. 1/20 of Fatigue.
Arralen
December 16th, 2003, 02:45 AM
Doesn' the manual state that
- every 10 points of fatigue will reduce defense by 1 ?
- every subsequent attack on a unit in a given turn will reduce defense by 1, too ?
- there's a growing chance of hits penetrating the armor, when a unit gets fatigued ?
- unconscious units are automatically hit etc. ?
A.
PvK
December 21st, 2003, 04:07 AM
I've been trying a Natajara named Ginsu with four swords (so far two have double attacks) and so far it seems to kill about two targets per turn. I was hoping for more (ideally, eight chopped enemies per turn, or sixteen with a swiftness item). Fatigue seems to set in very quickly when doing this, too.
PvK
Saber Cherry
December 21st, 2003, 04:41 AM
Originally posted by PvK:
I've been trying a Natajara named Ginsu with four swords ... Fatigue seems to set in very quickly when doing this, too.
PvK <font size="2" face="sans-serif, arial, verdana">Which is why I like my undead Emmitu hero, with 0 melee encumbrance, magical and heroic quickness. He killed about 12 enemies per turn, with only 2 weapons, and each had only 1 attack per turn. Though he also had a "hoof".
Reinvigoration, to my knowledge... only works 1 time per turn, regardless of quickness, so it is less effective on quick units. I could be wrong, though.
Saber Cherry
December 21st, 2003, 04:47 AM
Originally posted by Graeme Dice:
I believe that each defending unit also gets -1 to protection for each attack that hits in a turn as well. <font size="2" face="sans-serif, arial, verdana">I think it is for all attacks, not just the ones that hit. But the manual does not make it clear whether this is per "weapon strike" (you know, the thing a flail gets 2 of) or per "unit attack" (every non-quick unit gets 1 per turn) or per "weapon attack" (every unit gets 1 per weapon, regardless of #hits per weapon).
In my simulator, I modeled it as 1 defense reduction per weapon strike.
Keep in mind that this only Lasts until the beginning of the unit's next turn.
-Cherry
P.S. Any clarifications from those in the know would be helpful http://forum.shrapnelgames.com/images/icons/icon10.gif
PvK
December 22nd, 2003, 05:18 AM
Originally posted by Saber Cherry:
Which is why I like my undead Emmitu hero, with 0 melee encumbrance, magical and heroic quickness. He killed about 12 enemies per turn, with only 2 weapons, and each had only 1 attack per turn. Though he also had a "hoof".
...<font size="2" face="sans-serif, arial, verdana">How did he kill 12/turn with 2 weapons and a hoof? Trampling?
BTW, Ginsu (my Natajara) was killed Last night by a very powerful Ghost King casting Drain Life while Ginsu was getting stuck behind his own men and then playing with lesser units. Drain Life seems to cause a lot of afflictions and fatigue as well as damage, and my Luck and highish MR wasn't enough. Though, if Ginsu had gone straight for the ghost, I imagine the Ghost would've been a goner. Looks like that's going to be my second concluded game of Doms II, another win by the AI (Tien Chi and Ulm have taken all but my castle).
PvK
Saber Cherry
December 22nd, 2003, 08:13 AM
Originally posted by PvK:
How did he kill 12/turn with 2 weapons and a hoof? Trampling?<font size="2" face="sans-serif, arial, verdana">No, he had 139% heroic quickness, magical quickness, and unholy power (bonus movement speed... possibly bonus attacks as well? Let's say +10%)
Overall: 3 basic attacks * 2.39 * 2 * 1.1 = 15.77 attacks per turn, average. Though I think I concluded in another thread that it was 22 attacks per turn... hmmm, oh well=) He didn't have trample, as he was mounted and could not wear boots. But the huge movement let him move anywhere he wanted to attack widespread clusters of enemies each turn. The fact that he gets 3 attacks per "round" and 3 enemies inhabit each square is a nice coincidence.
...oh, and 30+ attack, defense, and protection ensured that he always hit and was always missed.
And also... the Life Drain spell is insanely powerful (killing Wyrms and Dragons in a couple hits). I think, perhaps, its effect should be reduced by magic resistance... like -10% (exponential) per MR point. In other words, Life Drain spell damage would go like this (considering 10 MR to be 100%):
MR.....Damage
6.........152%
7.........137%
8.........123%
9.........111%
10.......100%
11.......90%
12.......81%
13.......73%
14.......66%
15.......59%
16.......53%
-Cherry
[ December 22, 2003, 06:42: Message edited by: Saber Cherry ]
Chris Byler
December 25th, 2003, 02:29 AM
Originally posted by PvK:
I've been trying a Natajara named Ginsu with four swords (so far two have double attacks) and so far it seems to kill about two targets per turn. I was hoping for more (ideally, eight chopped enemies per turn, or sixteen with a swiftness item). Fatigue seems to set in very quickly when doing this, too.
PvK <font size="2" face="sans-serif, arial, verdana">This is why you need life steal on non-undead SC (and also why undead SC with high MR are horribly broken - the only thing that has a chance of slowing them down is Dust to Dust/Wither Bones, and then only if it hits). Try putting a wraith sword in two of those hands (hmm, does he wield it with both left hands I wonder? http://forum.shrapnelgames.com/images/icons/tongue.gif ) and you will see far less fatigue problems. And you get back HP every turn, too (although unlike real regeneration, it doesn't protect you from afflictions).
You may also need higher attack skill - try a burning pearl or ring of the warrior.
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