Factions and damage types:
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Factions and damage types:
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.
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.
Don't go to Glowing Fish for advice, he will say both yes and no.
Re: Factions and damage types:
You forgot the Orcish Archer's fire arrowGlowing Fish wrote:Northerners:
Level 1: Blade, Pierce, Impact
Level 2: Blade, Pierce, Impact, Fire
Level 3: As above
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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!)
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.
Don't go to Glowing Fish for advice, he will say both yes and no.
Re: Factions and damage types:
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)
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)
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
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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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.
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Woses? I have never heard anyone refer to their impact damage against undead as trivial.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.
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.
Don't go to Glowing Fish for advice, he will say both yes and no.
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.Glowing Fish wrote:Woses? I have never heard anyone refer to their impact damage against undead as trivial.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.
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.