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AuthorWizard Faction Topic
Bobjax please feel free to ask your queries. The community is very helpful and I got excellent replies to my queries and in very quick time too. Splitting forums may have advantages but also breaks the cohesiveness.
218: Fireball is useless in hunts and MG quests because the bonus damage area spells get is very low compared to single target spells. You can use the following formula to see what i mean:


Damage_with_bonus = Damage_without_bonus * ( 1 + (0.5 * faction_level / spell_area ) )

This means for example if you have faction_level = 6 you get on a single target spell ( spell_area = 1 ) a new damage output of 4*Damage_without_bonus. For fireball spell_area = 9 so you get 1.33 * Damage_without_bonus. Also fireball costs around double mana and does less damage per target, so in hunts and MG qs its 99% of the time simply bad.

In PvP and ambushes that you don't get spell damage bonus, it works a lot better, especially after level 11 when you can get Dominion of Fire + Intellect at the same time. Reducing defense of a few stacks by 50% for 1 turn in group combat can easily win the game for your team :)
220, 222,

thanks for the help.
i have a question about the initiative and turn of move.

Invisible and I were both in a group battle.
https://www.lordswm.com/warlog.php?warid=476428251
we both have wizard faction level 7, I have initiative 3%, while he has 2% initiative. but his units always move before mine. we had another group battle before, his turn was also before me. does anyone know why?

also any suggestion on strategy of play will be appreciated.
for Galador:
It's random ini deviation at the start of combat. Check this topic
https://www.lordswm.com/forum_messages.php?tid=1832909
2nd post
Comparing the stats of his troops with yours, his troops have higher initiative. He's wearing arts that increase his initiative. What Shebali said is true about a random deviation up to 10%, but his troops will still start in front of you most of the time.
That deviation only applies to the first round of combat , after that troops with higher initiative will always move first ( at least that's what i can get from my own experience )

Galador your strategy does not need any big changes he simply had a lot better artifacts that's why you lost :P

You might also consider a more melee oriented strategy at level 10+ for pvp battles, especially for group battles. Full caster is usually not good enough in group combat because heroes have rather bad initiative compared to creatures on higher levels.
I'm not a high level player - but I think my wizard represents about a year of play - when this change happened the basic stuff that I was relying on was taken away without appeal or warning.

If this change had been planned a year previously when I was first starting I mihgt have changed with relatively little cost - but now its not possible unless I withdraw from most of the game.

Also I am not a particularly good player, so I was relying on whatever edge I had to scrape by. Now the game experience has been diminished for me.
thanks you all for the help. i think i did check Invisible's arts, and didn't find anything that adds initiative. also, his character page showed that his initiative is 2% when wearing all the arts. that's why i don't understand why his units had higher initiative than mine.

maybe i should go for better arts, but i'm so broke that i don't even have money for academy of holy magic.
he does not have extra initiative in that fight that you linked. you can verify that checking for example the gargoyles. you have 1% more. he was just playing 1st on round 1 because of the deviation, afterwards your troops played first.
Sorry I was looking at the magi and it's because he has better ini on his mini arts for magi than yours.
I have a question about thieving. I'm lvl 7, and I'm thinking about starting thieving. I dont' have a full set of arts for lvl 7 yet, still mainly using my lvl 5 arts, and saving up for them. How hard would it be for me to do this now?
What mini arts are best for level 3 wizard and to dissasemble them do you have to pay gold
232,

from my own experiences, lvl 7 thief with best arts are doable. lvl 8 with best arts may lose most of the time, but still get to win a little. lvl 9 and above, even with best arts, lost all the way. thief is big pain for wizards.

233,

if you are not losing all the time in hunt, then i suggest you save up the money waiting for better double mini-arts. gold is never enough for wizards.
232: You can start thieving now, even without best artifacts it will just take a little longer to reach TG2. What Galador said about wizard sucking in thieving is very true, but you can get up to level 2 to return TGI without many problems at your level. It would be best to start now to have experience margin to get to TG level 2 before you reach level 8 because as soon as you gain a combat level all caravans will become instantly 20% harder ( and you wont really become 20% better in the meantime :P )
https://www.lordswm.com/warlog.php?warid=476515854

Check out this magic mirror madness :) funny stuff!
Hey how's it goin' I'm fairly new to this so could someone explain mini arts to me via PM Thx
Hi,
I was seeing some games by top hunters of my combat loevel in wizards and I saw some Effects that the heroes and troops had:

Ranged Damage +5%
Min-Max Damage +1
Damage to Neutrals +20%

Which artifacts for Combat level 3 add these effects? Ranged Damage from Reprisal sword? Though it doesn't specifically say that. What about the other 2 effects?
Thanks
238: a full hunter set. Check https://www.lordswm.com/help.php?section=40
Thx :)
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