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Hully
February 27th, 2004, 04:57 PM
I'm currently playing a game as Man Last of The Tuatha. Most of my special units have two more defence than I can account for?

Example: Arch Druid

Basic Def 11
Exp +1
Current Def 15

Example: Sidhe Champion

Basic Def 15
Exp +3
Current Def 20

And just for interest

Example: Monk

Basic Def 8
Exp +1
Current Def 8

Just a little confused, all the standard unit are ok

Pretender +4 fire +4 Nature at start.

So... I'm missing the obvious right?

Nagot Gick Fel
February 27th, 2004, 05:03 PM
Most weapons and armors have DEF modifiers.

Teraswaerto
February 27th, 2004, 05:04 PM
Weapons can increase (or decrease) defense. A sword increases defense, as does a quarter staff, but a fist doesn't.

Zurai
February 27th, 2004, 05:05 PM
One possibility is the Quickness spell. It adds +2 or +3 defence (I forget).

Hully
February 27th, 2004, 05:12 PM
Yes but...

Oswine the Tuatha

Using Staff of storms +4 Def and Amulet of Mis protection, armor LW Scale Mail +0 Def

Basic Def 16
Current 23!!!

So what do you think?

Also what does basic include, If the unit come with a shield is that included in the basic total for the unit and if not why not?

Hully
February 27th, 2004, 05:14 PM
This is when the units are not in combat.

Nagot Gick Fel
February 27th, 2004, 05:45 PM
Originally posted by Hully:
Also what does basic include,<font size="2" face="sans-serif, arial, verdana">Nothing. Basic means just that, basic.

If the unit come with a shield is that included in the basic total for the unit and if not why not? <font size="2" face="sans-serif, arial, verdana">Because you can easily replace shields on commanders, or equip them with 2-handed weapons which make shields irrelevant. It makes no sense to compute a new basic defense value each time you give new stuff to your leaders.

Saber Cherry
February 27th, 2004, 05:57 PM
"Mounted" gives +3 defense; this is the origin of your seeming incongruity.

Hully
February 27th, 2004, 06:59 PM
Thankyou.

Wauthan
February 27th, 2004, 07:04 PM
I'm still a bit confused by this.

Att vs def decides the chance to hit in melee?

Str+dam vs protection decides hitpointloss when hit?

High defence, low protection = glassjaw proboxer. Low fatigue loss, can fight for a long time but risk instant death when hit.
Low defence, high protection = Tank. High fatigue loss, shakes off hit after hit until armor "breaks" and then dies.

High def, low prot units are at their best against high str+dam.
High prot, low def best against low str+dam.

Does that conclusion seem correct?

Saber Cherry
February 27th, 2004, 07:10 PM
Originally posted by Wauthan:
I'm still a bit confused by this.

Att vs def decides the chance to hit in melee?

Str+dam vs protection decides hitpointloss when hit?

High defence, low protection = glassjaw proboxer. Low fatigue loss, can fight for a long time but risk instant death when hit.
Low defence, high protection = Tank. High fatigue loss, shakes off hit after hit until armor "breaks" and then dies.

High def, low prot units are at their best against high str+dam.
High prot, low def best against low str+dam.

Does that conclusion seem correct? <font size="2" face="sans-serif, arial, verdana">Yeah.

Endoperez
February 27th, 2004, 07:42 PM
Does Glamour raise the defence? In Dom1 I was confused for some time when in the main map all my Vanir had much better defence than I thought...

Saber Cherry
February 27th, 2004, 07:47 PM
Glamour / Mirror Image is different than defense.

The chance of hitting a mirror-imaged unit is 1/n (n=number of images, including the original). This is multiplicative with and independant of luck / defense / ethereality. It affects projectiles, but probably not area-of-effect attacks. Mirror image ends when a unit is damaged.