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Old June 7th, 2010, 03:48 PM

Valerius Valerius is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

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Originally Posted by Calahan View Post
If dropping the quickness is too unthematic, then maybe drop the attack value a lot (at least 6+).
I agree. Another option, if you want to keep the quickness, would be to combine a drop in attack value with only giving them one claw attack for a total of 4 attacks/round.

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Originally Posted by Calahan View Post
As then you might be forced to kit Shishi's out especially to fight Thugs/SC's with attack boosting items, rather than being able to give them the same equally as effective Girdle+AMA for every single situation they find themselves in. Giving players some actual strategic decisions to make about equipping commanders is always a good thing IMO.
Definitely. Generally speaking, I think units that have high HP/strength should not have great attack/defense scores and vice versa. It's strange to be defending tarts but it's worth noting that they and most of the elemental royalty don't have high attack scores. So I was happy to see the drop in attack scores for Grendelkin and Ember Lords (though I think the Ember Lord needs a further decrease).
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Old June 7th, 2010, 05:32 PM
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Wrana Wrana is offline
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

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Originally Posted by Valerius View Post
I agree. Another option, if you want to keep the quickness, would be to combine a drop in attack value with only giving them one claw attack for a total of 4 attacks/round.
Especially as most normal monsters have just 1 claw attack regardless (tigers, lions, etc.). 2 claws are usually domain of things considered unusually quick or skilled (some higher demons mostly iirc). So these 2 claws should replace quickness, not be combined with it. Or - quickness & 1 claw attack as base...
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