View Full Version : Defence Skill?
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.
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