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July 30th, 2011, 05:15 PM
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Second Lieutenant
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Join Date: Apr 2008
Posts: 533
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Thanked 18 Times in 14 Posts
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Re: Thunderstrike - what am I missing?
Aim is so easy to forget. Especially considering the not-so-directly explained mechanic where any precision over 10 counts as "double". So 11 precision is "actually" 12 precision.
So if you take ((listed precision in unit screen + precision modifier from attack/spell) - 5) * 2, you get the real precision being used. The range it can go without deviation is precision/2 - 2, so putting it all together:
range without deviation = (unit precision + weapon/spell precision) - 7
max degree of deviation when over range = (distance to target * 0.625) / (unit precision + weapon/spell precision)
Of course, this is quick math so I may have made a mistake.
Last edited by iRFNA; July 30th, 2011 at 05:23 PM..
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July 30th, 2011, 05:44 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Thanked 120 Times in 93 Posts
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Re: Thunderstrike - what am I missing?
Also, one of the main attractions of thunderstrike is the high fatigue aoe. Blast some thunderstrikes on cavalry, and your normal troops hit them easily, high chance of a crit. And away they go.
Sadly, if you already can hit and instakill the enemy troops, the high fatigue does little.
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July 30th, 2011, 10:33 PM
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Sergeant
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Join Date: May 2010
Posts: 317
Thanks: 16
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Re: Thunderstrike - what am I missing?
well aim is not a self buff so it doesnt work that way. if you can get a N mage in there to cast eagle eyes that works
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July 31st, 2011, 05:26 AM
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Second Lieutenant
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Join Date: Feb 2007
Location: Toulouse, France
Posts: 579
Thanks: 2
Thanked 12 Times in 6 Posts
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Re: Thunderstrike - what am I missing?
Yup, aim target a single case at range 5+. Usually mages cast it on themselves but for some reason they also cast it on other troops occasionally  .
It got "corrected" in CBM though (fixed range of one), so using a mage and a "commanders with bows" bodyguard result in a much useful outcome.
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July 31st, 2011, 05:42 AM
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General
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Join Date: Apr 2005
Posts: 3,327
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Thanked 133 Times in 117 Posts
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Re: Thunderstrike - what am I missing?
If you can pull off a reverse communion then each mage can cast CS,Aim,TStrikex3. They'll fall unconscious after 2 Strikes anyway, so what the AI does when you go off script doesn't really matter. You still get more total Strikes since you have more mages casting.
You could also cast wind Guide instead of each casting Aim.
The hard part is getting Storm up. You need more research and preferably a Staff of Storms. Your Communion Master could cast it after PoTS, or with a extra gem. And it halves precision, so even with Aim your total precision will be less.
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July 31st, 2011, 11:00 AM
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Second Lieutenant
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Join Date: Dec 2006
Posts: 564
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Re: Thunderstrike - what am I missing?
So, falling frost *does* work pretty well against the AI. The 5x area of effect means I can trash his chaff pretty effectively. What other low level spells (7 or less, "low", heh!) have a good area of effect? I've played with magma eruptions in the past which has worked well.
Unfortunately, I see a potential problem in use against human opponents. The range is pretty short, so if my opponnent parks his army in the back with orders for "hold and attack", my mages will twiddle their thumbs and gain fatigue for several turns. Is this a common strategy in MP games? How do you deal with a player who turtles his troops out of your range for several turns?
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July 31st, 2011, 03:48 PM
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Captain
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Join Date: Aug 2008
Location: Finland
Posts: 827
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Re: Thunderstrike - what am I missing?
Hello, you seem to have the problem of playing against the AI, and trying to base a strategy to work against them, on a forum where 95% of the strategy discussed is relevant to MP against enemies that can do something against you.
Some have said they are entertained by playing against dom3 AI. I doubt that remark.
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July 31st, 2011, 04:31 PM
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Second Lieutenant
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Join Date: Dec 2006
Posts: 564
Thanks: 1
Thanked 10 Times in 7 Posts
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Re: Thunderstrike - what am I missing?
I have tried playing multiplayer a few times. The usual result is that several human players gang up on me and crush me. I'm looking for a strategy which will compensate for my opponents' numerical superiority -- and playing against AI hordes seems to be good practice.
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August 1st, 2011, 08:14 PM
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Second Lieutenant
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Join Date: Dec 2008
Posts: 539
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Thanked 43 Times in 34 Posts
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Re: Thunderstrike - what am I missing?
The biggest difference between AI and humans in troop composition is that humans tend towards fewer, elite, armies, whereas the AI recruits largely at random in massive numbers.
Hence thunderstrike is more effective against the typical human, as it deals more and armor-piercing damage at a better range, than falling frost. Naturally, falling frost might still be the better choice sometime even against humans.
I remember thunderstriking through communions with Bogarus Astrapelagists. At 2 air they can't cast it naturally, but with a 4 slave, 4 master, setup the masters can spam thunderstrikes for the length of a major battle.
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August 5th, 2011, 08:18 PM
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General
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Join Date: Oct 2007
Posts: 3,007
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Re: Thunderstrike - what am I missing?
I just want to point out one more thing - you can't really think of effectiveness of cast spells in terms of how much gold the mage casting it cost you to purchase. I.E. 112.5 gold per thunderstrike is a bogus figure. The real cost of using mages in battle is that they aren't spending their time researching better spells instead.
But even if you want to look at it in terms of gold cost of a mage casting spells, one mage makes back 100 gold for each random AI soldier you kill, approximately, generally more because the AI does recruit expensive soldiers too. But anyway, each battle a mage is in he kills more soldiers. It is incredibly easy for any random mage to get more than 50 kills over the course of their lifetime serving on the battlefield, especially against the AI. Once you've made up for their initial purchase cost of the mage after probably as few as 3 battles, then you are just paying for his upkeep cost, which is easily overcome by kills made. You should only lose mages fairly infrequently, and primarily due to stray arrows even then. This is important because the lifetime effectiveness of said mage should quickly outstrip the gold effectiveness of purchased troops who will die a lot more often and force you to keep spending the premium up front cost of the purchase.
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