Locksley
Promising
Famous Hero
Wielding a six-string
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posted December 19, 2013 04:18 PM |
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Edited by Locksley at 17:43, 19 Dec 2013.
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The Final Test Results Are Here!
The time has finally come to complete this little testing project with an update about how OPPOSITE EFFECTS work when they’re applied to the same creature. Some of these things were mentioned in the discussion on page 1 back in April, and here they are again together with many newer findings in a neat summary.
I’ve also done some minor additions and corrections in the first post, including some forgotten Dungeon abilities, the sentinel with guardian angel mistake (thanks!), some missing immunities, and a new table of contents. Editing took some time as the first post has become too BIG for my internet connection. One crash happened but luckily I had made copies from the edit window. Some minor additional additions will definately come, but it's definately good that these are the final test results. Let's have a closer look at them!
Haste, slow and other speed effects
Opposite effects affecting speed can’t coexist with each other, which leads to some interesting strategic opportunities. Like these:
Ferocious wound removes haste, haste removes ferocious wound.
Rush! and heroic charge are good ways for your Black Dragons to get rid of the paralyzing sting that your enemy with puppet master ordered your Scorpicores to do on your Black Dragons.
If your hero casted heroic charge on a creature that then waits, or on a creature that doesn’t have had its action yet this turn, and the enemy (hero or creature) cast slow heroic charge is replaced with slow.
Counter mass haste with curse of shadow since whirling death hits multiple targets.
Stronghold heroes don’t have haste and slow, but Dreamreavers can cast Earth & Sky.
Grounded creatures remain grounded even if rushed! (or something else)
Goblin Hunters’ traps don’t give permanent speed reduction. It will stop a hasted creature from moving on in its path, but the trap will not remove haste.
Frozen ground, the water spell, works like the trap.
Ice shards, the Yuki-Onna ability, also Chills the target. Chilled creatures get -1 speed.
Several positive effects can coexist and several negative effects can coexist, but when an opposite effect enters the mix only the opposite effect remains active.
Burning determination, despair and other morale effects
Burning determination – Target’s morale is increased and cannot be reduced by abilities. Dispels all negative effects affecting morale from the target.
Despair – Decreases target’s morale. Dispels all positive effects affecting morale from the target.
How it works in practice:
Burning determination removes and gives immunity to Despair (and other negative effects).
Despair removes Heroism (and other positive effects) but can’t be casted on burning determination.
Heroism (and other positive effects) casted on a Despaired stack will coexist with Despair.
Abilities affecting other stats
When it comes to initiative, luck and might & magic damage & resistance, all kinds of positive, negative and opposite effects can coexist. When you right-click on a stat in a creature’s info window in combat you’ll see that effects are divided in bonus and malus effects.
For example, a creature’s initiative is calculated this way: Current initiative = original initiative of the creature + bonus effects – malus effects
Sometimes an effect, like evasive maneuvers, inner fire and heroism, aren’t listed when right-clicking on a stat, but that doesn’t matter as long as they are listed is among the icons in the creature’s info window.
One may also note that there are both defence bonus/malus and resistance bonus/malus. Ice armor gives +X defence and is a defence bonus, while stone skin is a % bonus to might resistance. Disruption is a defence malus effect (reduces defence by X points). Much terminology with little practical meaning since everything is calculated to % of protection anyway.
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