Factions and damage types:

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Glowing Fish
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Factions and damage types:

Post by Glowing Fish »

So, in case you were wondering, here is what factions have what damage types, at what levels:

Loyalists:
Level 1: Blade, Pierce, Impact, Fire
Level 2: Blade, Pierce, Impact, Fire, Holy
Level 3: As above

Rebels:
Level 1: Blade, Pierce, Impact, Fire
Level 2: Blade, Pierce, Impact, Fire, Cold, Holy
Level 3: As above

Northerners:
Level 1: Blade, Pierce, Impact, Fire
Level 2: Blade, Pierce, Impact, Fire
Level 3: As above

Knalgans:
Level 1: Blade, Pierce, Impact
Level 2: As above
Level 3: As above

Undead:

Level 1: Blade, Pierce, Impact, Cold
Level 2: As above
Level 3: As above

Drakes
Level 1: Blade, Pierce, Impact, Fire, Cold
Level 2: As above
Level 3: As above


This list is in some ways the obvious, but it is an obvious that highlights the not-so-obvious. Although I've heard "Elves" described as versatile before, this is one of the reasons why: Elves have every type of damage available, starting at Level 2. Drakes and Loyalists have 5. The others depend on doing things the old fashioned way: hammering at something until it dies. Which is what makes them, IMHO, not quite so fun as the Elves.

I am planning on making a chart like this for abilities and weapons specials, too.
Last edited by Glowing Fish on November 30th, 2006, 11:28 am, edited 1 time in total.
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Sly
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Re: Factions and damage types:

Post by Sly »

Glowing Fish wrote:Northerners:
Level 1: Blade, Pierce, Impact
Level 2: Blade, Pierce, Impact, Fire
Level 3: As above
You forgot the Orcish Archer's fire arrow :wink:
Glowing Fish
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Post by Glowing Fish »

I edited it and added it in.

I believe that the Northerners do have the only melee fire attack, though.
If I wanted to be more specific, I could have broken it down by melee vs. ranged. I believe there is only one unit line with ranged impact, for example.

(I somehow wrote that totally not thinking about the Shamans and Netcasters! And Pillagers!)
Last edited by Glowing Fish on November 30th, 2006, 9:53 pm, edited 1 time in total.
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Lone_Isle
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Post by Lone_Isle »

I'm not sure about this kind of survey. It doesn't show for example that Drakes have only one very weak and auxiliary source of impact damage, or that the so called versatility of elves has more to do with their terrain bonuses and with all but one of their units having melee + ranged.
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JW
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Re: Factions and damage types:

Post by JW »

Loyalists:
Level 1 melee: Blade (3), Pierce (3), Impact(2)
Level 1 ranged: Pierce (2), Fire (1)

Rebels:
Level 1 melee: Blade (3), Pierce (1), Impact (3)
Level 1 ranged: Pierce (4), Impact (1), Fire (1)

Northerners:
Level 1 melee: Blade (5), Pierce (1), Impact (1)
Level 1 ranged: Blade (1), Pierce (2), Fire (1)

Undead:
Level 1 melee: Blade (3), Impact (2), Cold (1)
Level 1 ranged: Pierce (1), Cold (2)

Knalgans:
Level 1 melee: Blade (6), Pierce (1), Impact (1)
Level 1 ranged: Pierce (3), Impact (1)

Drakes:
Level 1 melee: Blade (3), Pierce (2), Impact (2)
Level 1 ranged: Pierce (1), Fire (3), Cold (1)
YbeRn00b
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Post by YbeRn00b »

Asking me posion also qualifies as a "damage type".
Last edited by YbeRn00b on November 30th, 2006, 11:18 pm, edited 1 time in total.
YbeRn00b
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Post by YbeRn00b »

Loyalists resistance min to max (average)
Blade -30% to 50% (7%)
Cold -10% to 20% (1,3%)
Fire -10% to 0% (-1,3%)
Holy 20% (20%)
Impact -20% to 40% (7,5%)
Pierce -20% to 40% (0%)

Rebels resistance min to max (average)
Blade 0% (0%)
Cold 0% to 20% (4,3%)
Fire -50% to 0% (-7,1%)
Holy 20% (20%)
Impact 0% to 40% (5,7%)
Pierce -20% to 60% (5,7%)
+ Slow, Heal 4

Orc resistance min to max (average)
Blade -30% to 20% (-1,4%)
Cold -20% to 0% (-2,9%)
Fire 0% (0%)
Holy 20% (20%)
Impact -20% to 0% (-2,9%)
Pierce -20% to 20% (0%)

Undead resistance min to max (average)
Blade 0% to 50% (20%)
Cold 0% to 70% (41%)
Fire -20% to 10 (-5,7%)
Holy -100% to 20% (-76%)
Impact -20% to 50% (1,4%)
Pierce 0% to 60% (29%)

Knaglan resistance min to max (average)
Blade -30% to 20% (1,3%)
Cold 0% to 10% (5%)
Fire 0% to 10 (5%)
Holy 20% (20%)
Impact -20% to 20% (2,5%)
Pierce -20% to 20% (5%)

Drake resistance min to max (average)
Blade 0% to 20% (8,3%)
Cold -50% to -20% (-40%)
Fire -10% to 50 (30%)
Holy 20% (20%)
Impact 0% to 30% (15%)
Pierce -10% to 10% (-1,7%)
+ Heal 4
Last edited by YbeRn00b on November 30th, 2006, 11:17 pm, edited 1 time in total.
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Noyga
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Post by Noyga »

YbeRn00b wrote:Undead resistance min to max (average)
Cold -20% to 0% (41%)
Something is wrong is your range...
"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!" ;) -- xtifr
Clonkinator
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Post by Clonkinator »

That thing with drakes having a max. of 50% fire-resistance is wrong AFAIK. E.g. Inferno drakes have 80%. (At least in 1.0.1)
Martinus
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Post by Martinus »

And besides some damage types are useless in some units (and de facto factions)... i was wondering how the heck did undead have impact damage. Then i recalled a pathetic 3 - 2 damage of skelly archer (yeah, i know Wcorpses have impact as well, but you need a lot of them to kill and sometimes even weaken anything). And elves impact is almost useless as well (although slow is not). I could think about more examples but the time is like 2.45 AM so i think i'll just go to sleep.
Glowing Fish
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Post by Glowing Fish »

Martinus wrote: And elves impact is almost useless as well (although slow is not). I could think about more examples but the time is like 2.45 AM so i think i'll just go to sleep.
Woses? I have never heard anyone refer to their impact damage against undead as trivial.

And for that matter, the Merman Netcaster and Entangler against undead is another less than trivial matter.

But you are correct, that I could have broken the damage down more. But that would have led to a more complicated chart.
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Martinus
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Post by Martinus »

Glowing Fish wrote:
Martinus wrote: And elves impact is almost useless as well (although slow is not). I could think about more examples but the time is like 2.45 AM so i think i'll just go to sleep.
Woses? I have never heard anyone refer to their impact damage against undead as trivial.

And for that matter, the Merman Netcaster and Entangler against undead is another less than trivial matter.

But you are correct, that I could have broken the damage down more. But that would have led to a more complicated chart.
Woses. Forgot about them. But you need a little bit of luck to not let your fish be eaten by skeletons to advance it to lvl 2 not saying 3.
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