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GrudgeBringer
February 12th, 2009, 11:07 PM
I have a Pretender that received an affliction Battle wound strength -4 I used a priestess set on Heal but it did not heal the wound. They where the only troops in the province at the time.

I was under the impression it only took one turn...

Any suggestions?:confused:

JimMorrison
February 12th, 2009, 11:12 PM
I have a Pretender that received an affliction Battle wound strength -4 I used a priestess set on Heal but it did not heal the wound. They where the only troops in the province at the time.

I was under the impression it only took one turn...

Any suggestions?:confused:

Healing Afflictions requires 2 rolls. The first is the roll to see if Healing may occur (% chance against your Healer skill), and there is a second roll against the Affliction. Some Afflictions are harder than others. I do not believe anyone has any concrete figures on the relative reliability of Healing different Afflictions.

vfb
February 12th, 2009, 11:56 PM
Jim is right, and also healers can't heal afflictions on undead, just in case you've got a PoD or something. But Str-4 is not worth healing anyway, unless you are doing it for RP reasons.

Endoperez
February 13th, 2009, 02:26 AM
Or rather, Str-4 shouldn't affect your pretender's fighting ability in most cases, so there's no need to keep him from fighting just because of one affliction. If he has something to do (forge some magic items or cast rituals your other mages can't easily do), obviously it won't hurt to have a priestess in the same province.

Oh, and the chance of healing an affliction is most probably the same, regardless of how many afflicted units are in the province.

Poopsi
February 13th, 2009, 03:43 AM
I think that demons dont get afflictions healed either. Doesnt make much sense imho, but...

lch
February 13th, 2009, 03:49 AM
I do not believe anyone has any concrete figures on the relative reliability of Healing different Afflictions.
I do. After a successful healing attempt has been made, afflictions are being removed in the following order, until one has been successfully removed:


battle fright: 50% chance
feeblemind: 25% chance
diseased: 50% chance
crippled: 25% chance
blindness: 25% chance
lost eye: 50% chance (only possible if blindness is cured first)
weakened: 50% chance
mute: 25% chance
lost weapon (tail/pincer/branch/tentacle/...): 25% chance
lost an arm: 25% chance
some affliction that I don't know what it is: 85% chance
chest wound: 50% chance
limp: 50% chance
never healing wound: 10% chance

The "Never healing wound" is named like that because there is only a healing attempt if there are no other afflictions, or all previous healing attempts on the other afflictions have failed AND then there's only a 10% chance to heal it. A maximum of one affliction is cured per check.

NTJedi
February 13th, 2009, 03:56 AM
I think that demons dont get afflictions healed either. Doesnt make much sense imho, but...

This has me thinking how much room for expansion is available for Dominions_4.

Currently Dominions_3 has the following unit types:
Normal (Currently no icon... usually human)
Animals
Cold-Blooded
Demons
Magical
Undeads

----
----
Here are some others which hopefully will be included with unique tags and traits for Dominions_4:

Cold-Blooded (changed to Reptiles?)
Insects
Plant_Life (better name? 1am my time{sleepy})
Angelic (Opposite of Demons)
Void Beings (These awesome things should have their own tag)

vfb
February 13th, 2009, 03:58 AM
Thanks lch!

I assume recuperation, the Chalice, and GoH all work using the same mechanism? But the Chalice (at least) must get multiple attempts.

Could #11 be a missing head?

@NTJedi, if you look at Edi's spreadsheet, you'll see all the current "type" attributes:
mindless, lifeless, undead, demon, magicbeing, stone, animal, coldblooded

lch
February 13th, 2009, 04:08 AM
I assume recuperation, the Chalice, and GoH all work using the same mechanism? But the Chalice (at least) must get multiple attempts.
That's the mechanic to heal one affliction, which prolly is used by all of them, yes, though those all work differently. The Chalice has a special province-wide heal, which has two guaranteed heals (affliction removal attempts) on all units of the controlling player in the Chalice's province.

Could #11 be a missing head?
Might be. Is it that easy to reattach a new head? :)

JimMorrison
February 13th, 2009, 04:24 AM
Jim is right, and also healers can't heal afflictions on undead, just in case you've got a PoD or something. But Str-4 is not worth healing anyway, unless you are doing it for RP reasons.

But you can Heal Tartarians (which are Undead). You can also Heal Marble Oracles, which are Lifeless.

I thought it was only when those 2 traits coincided (Lifeless Undead) that a unit was not healable. Demons as well? Hmmmmm.

lch
February 13th, 2009, 04:47 AM
P.S.: vfb, you were right, the effect in question is "Lost the head". Who'd think that it's that easy to find and attach new heads. :D

vfb
February 13th, 2009, 04:53 AM
Jim is right, and also healers can't heal afflictions on undead, just in case you've got a PoD or something. But Str-4 is not worth healing anyway, unless you are doing it for RP reasons.

But you can Heal Tartarians (which are Undead). You can also Heal Marble Oracles, which are Lifeless.

I thought it was only when those 2 traits coincided (Lifeless Undead) that a unit was not healable. Demons as well? Hmmmmm.

I thought Jim was wrong here, so I tested. Jim is wrong. Sorry Jim. :)

You can heal Demons with a "healer".

But you cannot heal Tartarians with a "healer". You cannot heal a Marble Oracle with a "healer".

You can only heal lifeless or undead (or lifeless undead) with the Chalice or Gift of Health.

Tested with Mother of Serpents over 40 turns healing a Tartarian, Marble Oracle, and Arch Devil, all with Chest Wounds. Only the Chest Wound on the Arch Devil healed (after 3 turns of healing).

alhorro
February 13th, 2009, 05:42 AM
lost weapon (tail/pincer/branch/tentacle/...): 25% chance

I get «tail chopped off» on devils pretty often, and they always seem to regenerate the tail right after the battle, without any healing, no matter what other afflictions do they have.

lch
February 13th, 2009, 06:00 AM
I get «tail chopped off» on devils pretty often, and they always seem to regenerate the tail right after the battle, without any healing, no matter what other afflictions do they have.
That might be a lizard-like recuperation effect after battle then. A healer can take care of things that slipped through, though, what I wrote is exactly like the mechanic works in the game, it's not just from empiric tests.

vfb
February 13th, 2009, 11:01 AM
I think demons might have some sort of built in recuperation. I remember afflictions disappearing off my Hannyas for no good reason. This is pure speculation after several :beer:. So perhaps it's better just to ignore me right now.

Tifone
February 13th, 2009, 02:17 PM
Like, 2 years played the game, often used blood nations, and never saw the tail chopped off affliction on devils :eek:

That's even for things like that, that I love this game, I suppose :cool::up:

JimMorrison
February 13th, 2009, 05:06 PM
You can heal Demons with a "healer".

But you cannot heal Tartarians with a "healer". You cannot heal a Marble Oracle with a "healer".

You can only heal lifeless or undead (or lifeless undead) with the Chalice or Gift of Health.

Tested with Mother of Serpents over 40 turns healing a Tartarian, Marble Oracle, and Arch Devil, all with Chest Wounds. Only the Chest Wound on the Arch Devil healed (after 3 turns of healing).

Now that's very interesting. I admit, the Marble Oracles were done with GoH (I KNEW that 4N on an MA Agartha pretender is worthwhile!), but I was totally convinced that Healing worked on Tartarians, though it seemed like when I paid close attention, that it wasn't as fast as I'd like. :p That's rough, really. I understand that it makes thematic sense, but it also means that at most, 2 players can make full use of Tartarian Gate, and the rest are going to get highly inferior results (the rate of Feeblemind in freshly summoned Tartarians, is very high, which also makes perfect sense).

Fate
February 14th, 2009, 03:35 PM
@vfb - Hannyas have a small amount of regeneration. That is probably healing their wounds.

@Ich - Just to see if I understand this, healers (the units) can heal at most 1 affliction/turn? Is there any particular order in which they choose targets (eg, commanders first)?
I always though the healers made a check against every wounded unit in the province (but then, I never use healers so I don't really know).

thejeff
February 14th, 2009, 03:54 PM
Regeneration doesn't heal afflictions. Recuperation does. Regen does lessen the chance of getting one.

As I understand it, a Healer can only heal one affliction per unit per turn. They do check against each wounded unit as you thought, but if a unit has multiple afflictions only one will be healed. Multiple healers can, of course, heal multiple afflictions on each unit.

lch
February 14th, 2009, 04:21 PM
@vfb - Hannyas have a small amount of regeneration. That is probably healing their wounds.
Hannyas don't have regeneration.

@Ich - Just to see if I understand this, healers (the units) can heal at most 1 affliction/turn? Is there any particular order in which they choose targets (eg, commanders first)?
I haven't looked up healing mechanics, just what happens when a healing roll did succeed. They can only heal one affliction per successful check, yes. The order in which they heal units is by unit ID.

chrispedersen
February 14th, 2009, 05:15 PM
I do not believe anyone has any concrete figures on the relative reliability of Healing different Afflictions.
I do. After a successful healing attempt has been made, afflictions are being removed in the following order, until one has been successfully removed:


battle fright: 50% chance
feeblemind: 25% chance
diseased: 50% chance
crippled: 25% chance
blindness: 25% chance
lost eye: 50% chance (only possible if blindness is cured first)
weakened: 50% chance
mute: 25% chance
lost weapon (tail/pincer/branch/tentacle/...): 25% chance
lost an arm: 25% chance
some affliction that I don't know what it is: 85% chance
chest wound: 50% chance
limp: 50% chance
never healing wound: 10% chance

The "Never healing wound" is named like that because there is only a healing attempt if there are no other afflictions, or all previous healing attempts on the other afflictions have failed AND then there's only a 10% chance to heal it. A maximum of one affliction is cured per check.

Thanks for the great table ich; but I'd like to comment that immortals *must* have either better chances, or chances to heal multiple wounds.

JimMorrison
February 14th, 2009, 05:51 PM
Immortality grants Recuperation, and from everything I've witnessed, Recuperation follows totally different rules than Healing.

Lingchih
February 14th, 2009, 07:42 PM
Yeah, recuperation is very fast. Often the wounds are healed at the end of the battle. I've seen Gorgons take afflictions in a battle, that they no longer had at the end of the turn.

Fate
February 15th, 2009, 01:31 AM
Aaah! Wrong on both counts! I could've sworn hannyas had regeneration...

An update on my second question. I modded flagellants (random starting affliction) into arcoscephale with an awake mother of serpants. Both the mother of serpents and the priestess healed more than one unit per turn.

Also, the portion of units healed increased with more healers (even though they are all 100%), so it appears the same affliction can be tried for many times (though only once by each healer?).

lch
February 15th, 2009, 03:56 AM
An update on my second question. I modded flagellants (random starting affliction) into arcoscephale with an awake mother of serpants. Both the mother of serpents and the priestess healed more than one unit per turn.

Also, the portion of units healed increased with more healers (even though they are all 100%), so it appears the same affliction can be tried for many times (though only once by each healer?).
Mother of Serpents and Priestess are both Healers with 100% chance to heal, so their attempt at healing always succeed. It is as you think, every healer gets one chance to heal an affliction. They follow the order that I gave and try every existing affliction on the unit until they've healed one or failed on all of them.

JimMorrison
February 15th, 2009, 04:35 AM
Mother of Serpents and Priestess are both Healers with 100% chance to heal, so their attempt at healing always succeed. It is as you think, every healer gets one chance to heal an affliction. (JimM - on every unit present) They follow the order that I gave and try every existing affliction on the unit until they've healed one or failed on all of them.

To clarify, he is saying that a Healer set to "Heal" orders will try to Heal an Affliction on every Afflicted unit (including commanders) in the same province, whether there is only 1, or if there are 500, each unit gets to roll against the Healer skill to see if an Affliction -may- be Healed. Then the subsequent rolls are made to gauge if an Affliction actually gets removed.

Hope that helps.

lch
February 15th, 2009, 06:06 AM
Ah, yes. A healer only heals up to one affliction per unit per turn, but he's providing his services to all friendly units in the whole province.

GrudgeBringer
February 15th, 2009, 09:18 AM
Well, the affliction Strength -4 was healed on the second try by the Priestess. So I am good to go....