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ice ring?


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Authorice ring?
can sb explain how "dominion of frost" works on ice ring ?
The effect is split between stacks you hit . Eg , you hit 4 stacks with it , then targets freeze for 0.3/4 turns .
is freeze = knock back ?
as far as i know it isn't - knockback means the target gets knocked back on the ini bar. Freeze means it won't accumulate any ini for 0.3 turns. So vs creatures that have more than 10 ini freeze is better (easy example: Shrews with 20 ini. With knockback they get -0.3 ini once, with freeze they won't accumulate ini for 0.3 hero turns. But if both happens at the same time you can see the difference: The knockbacked shrews get +0.6 ini accumulated during the 0.3 hero turns the other shrew is frozen. So knockback definately is worse for fast units but better vs slow units
really? u mean freeze= ini*0.7 and KB= ini-3 ?

I think this : freeze on the target near to your hero 0.3 turn in ini-bar, his turn is over have to wait the next turn to move . freeze on the target far from your hero 0.3 turn , no effect .

Is it?
Freeze is neither of what you said .

Freeze means that the targets initiative will become equal to 0 for 0.3 turns . It means the target will not move , it will simply not appear on the initiative bar .

If you take dominion of temptest , it acts as knockback , pushing the target backon atb scale by 30% accum initiative .
as far as i know the system works this way:
all troops "collect" initiative. Their ini parameter tells you how fast they do so. When they reach ini=10 they move. That means a shrew with 20 ini will reach 10 ini twice as fast as a hero with ini=10
it is like all units are running in a stadium in circles. Their ini tells you how fast they are. Whenever a unit has finished a round it has an action in the battle (to attack/move/whatever).
freeze on the target far from your hero 0.3 turn , no effect .
wrong - it doesn't matter when your hero moves. Your troops "keep running".

Now stick with the stadium image: Knockback means two strong guys come your way and set you back for 0.3 of a turn. (They just grab you and draw you back) So you have to run the path you just already went again. Of course this is much more effective on units that need longer to run that 0.3 path.
Now freeze will just freeze your unit. And this is where the hero comes into play:
The hero is treated just like a normal unit but without special talents/items he will always have 10 ini. So he's a good reference object.
Freeze for 0.3 turns means the unit is frozen for the time a unit (or hero) with ini 10 needs to run 0.3 turns in the stadium. That's just for you to know how long freeze duration is, it doesn't matter if a hero really is "running" at the time.
That's also how to explain stun: A unit that gets stunned (for example by recruits) loses all accumulated ini. That means (in our stadium picture) it has to restart the lap from the beginning.
o,i c :)

Is this mean ? :
ur hero run speed 10m/s, u reach 10m need 1second and 20m need 2s
an eagle fly speed 15m/s , go there needs 10/15 s and 20/15 s
frost one get 0.3sec later than normal meanwhile KB get 3m longer than normal
------0----------10m-----------20m
ur hero ---------1s------------2s
eagle ---------0.66s--------1.33s
frost eagle ---0.96s--------1.63s
Knockback'---13/15= 0.87s --------23/15= 1.53s

correct?
exactly
if you would count in a cat with 5m/s:
----0-------------- 10m-----------20m
your hero --------- 1s -----------2s
cat ----------------2s------------4s
frozen cat ---------2.3s----------4.3s
knockback-------13/5=2.6s---------4.6s

that's why i wrote that freeze is more efficient vs units with more than 10 ini compared to knockback :)

therefore your ini bar would look like this:
------0.66s---1s---1.33s------2s-
-----eagle---hero--eagle----eagle/hero/cat-

and since eagle/hero/cat would all hit the 2nd turn at the very same time it would be random
but then there is another thing: every unit starts a battle with -10% to +10% of their starting initiative. That means (if i understood correctly^^) your eagle may take from 0.59s to 0.73s for his first 10m. After the first turn everything goes according to the exact ini
yep ! wise beautiful lady and nice cat :)
thanks^^ although my cat tends to be faster than just 5m/s ;)
i think someone may close this topic since the question is answered
one more time :)

can magic arrow KB enemy with dominion of temptest ?
Yes, of course.
[Post deleted by moderator Straws // ]
but then there is another thing: every unit starts a battle with -10% to +10% of their starting initiative.

Correction: The pre-combat positioning of units on the bar happens with a random deviation of 0% to 10%.

It doesn't depend on nor affect each unit's initiative parameter.
The pre-combat positioning of units on the bar happens with a random deviation of 0% to 10%.
i read that as well
but there are a few questions i have for this topic (that's why i doubted that i understood correctly):
Random deviation of 0% to 10% - 10% of what? 10% of hero's initiative? Are the units pre-combat-positioned based on their ini? How are they set if not?
On the track, say for 100M. Some may start at 0M, others 1M, up to 10M.

100M is where unit accumulated enough initiative and may act.
but since it's deviation, doesn't that mean that they may can also have negative accumulated ini? (So they would have to run up to 110M for the first turn)
sorry for double post, but i forgot something:
with a 10% shorter track, wouldn't that mean that it is as if they had 10% more ini with the track staying the same for the first turn? So in both cases they reach the 100m in equal time. Of course you can't take slow/rapid into account for this "increased first turn ini". It would be only a virtual factor to consider to make it much easier to calculate how the chances are of your unit moving first (such as a bowmen with 10.3 having the chance to move before orc with 11 ini does). And i would love to hear the answer for post 18 (although i already think that it can't be negative based on my experiences so far).
So my Sprites with 16.2 ini would have an average chance of 5% to move at the first turn before my EFK with 17.4 move? (although they have 7% more ini)
Well, it isn't so. :|
This topic is long since last update and considered obsolete for further discussions.
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