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Necro Question! only smart people please :p


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AuthorNecro Question! only smart people please :p
may i ask whats the use of confusion? i have never seen people use it before. but im wondering if its a good idea to counter a mass holy magic knight. it says 70% confused at expert level, but when i try it in hunts it hardly works, and between 2 same stacks, one confused and another not, there is virtually no difference most of the time. is it because of too low attack of neutrals and since confusion (only affects the total attack, or is it the total damage output?)
For example, if i am fighting a guardian with 40 attack, and i cast 70% sonfusion, does it mean that its attack is now only 12? or does it mean that the total damage it deals is 70% less? lets give a case scenario.
it attacks my vamp. 55 gaurdian 40 attack, 17 vamp 20 defense. whats the range of damage done?( faction skill same)
now lets say the gaurdian stack is 70% confused. whats the damage range then?
Confusion decreases SHOOTER's damage when they attack by 70% (in this case) and damage of all units by 70% when they RETALIATE.
also, what is the difference between having expert defense 30% meelee defense and getting 5 more skill points ( expert erudition) and putting it into attack?
i know one is only meelee. but which makes a bigger differene in full arts and then min art battles, 5 attack more, or 30% meelee defense? does 30% meelee defense also mean that the total damage output of attackers will be reduced by that amount? or does it mean that their attack is reduced by 30% for meelee attacks, or does it mean by defense is increased by 30%?
Confusion decreases SHOOTER's damage when they attack by 70% (in this case) and damage of all units by 70% when they RETALIATE.

expert def reduce 30% melee dmg taken from attacker. it never reduce the attacker strength on battlefield.

what do you expect? applying expert def to reduce all 3 opponents (3v3) dmg on battlefield to all your teammate?

5 attack point increase dmg on both melee and range. although expert def can reduce 30% melee dmg taken but it can do nothing on range. hence, some power shot from orc, skel, cyclops still can hurt you alot.
yes but the problem is that vamps are the most important meelee units, and skels can absorb lots of damage. and im talking about troops that have strong meelee at this level, eg guardians, DEs etc...
and now the question is in full arts or min ap, assuming all attacks are meelee, is expert defense better or +5 attack?
also, im open to any suggestions on how to beat knights and elves at this level who are mass holy magic casters.. i was thinking of mass darkness build, but the problem is disperse (mass holy build usually expert magic, so disperse is 100% and will remove ALL my spells). for example, this:
https://www.lordswm.com/warlog.php?warid=489961826

THank you. im receptive. thanks again
it is all about the difference on your stack's attack stats and target's defend stats.

for each attack point higher than target def, the dmg increase 3% (or 5%, not sure which one).

take example: both vampire and guardian stack have same attack and def, deal 100 dmg per hit.

with 5 extra attack, you will deal 115(125) dmg while guardian deal 100 dmg.

with expert def, you will deal 100 dmg while guardian deal 70 dmg.
and you should ask in nerco topic now :)
ok thanks. and what about post 6?
necro topic has been long outdated for ages :pp
just a note: if you want to have mass darkness build, you will need spell power (except for disruption ray). otherwise, you could try to make your raise dead spell more powerful with dominion of life talent (you could only raise 6 appas - not enough).
i sincerely doubt that move.
the only thing that i think will work is a mass poison build, though it takes preparation and a completely different build and completely different set of arts, which i wasnt prepared to risk in the tourney of course. ( esp if i faced barbs or wizards or necros etc) but any comments?
either how to change my setup, or arts, or way of playing
any comments? none? :p
Typically a mass darkness build is at a disadvantage compared with a mass holy build, simply because your foes will generally prevent the occasion of multiple important stacks standing close to each other to be cursed by you. While a holy buid buffs his own troops and therefore can decide to put his stacks close together.

Thus in avarge he profits more from his spells than you against a random opponent.

If darkness build plays against holy build those adavantages and disadvantages cancel each other. But still holy build has an advantage, as on the one hand he can dispell your magic (with high probability also), while you can't dispell his. And while some of his spells can be countered by your darkness spells e.g "haste" with "slow" or "bless" with "curse" some light magic spells have no dark magic equivalent for instance "evasion" thus he will become nearly immune to your ranged attack and can wait for you to come close to him. which gives him a great advantage.

Posion build in duell is also weak, because it requires you to put all your stats in knowledge and spellpower, while holy build can work with much lower mana and SP, therefore giving him much better def and sttack than yours (magic arts inferior to might arts).

Poison only works in group battles where you have high probability of casting on multiple stacks and your troops are generally neglected because they impose no threat.
yes, so how on earth do i beat a knight or elf (in that battle) with that setup? even with vitality and erudition its not enough........ mass disruption is useless, poison useless, delay useless, weaken maybe, but requires to max it out in talents, leaving none for vitality....
mass disruption is useless

Mass disruption ray can be very good. It can't be dispeled and it doesn't require any spell power.

But other mass darkness spells are also good. For example if you cast mass delay, it costs you 8 mana, but when your opponent casts mass dispersion, it costs 20 mana. If a knight or an elf would cast dispersion every time you cast a darkness spell, he will run out of mana very fast.
But he doesn't have to, he can cast just his own spells to counter the darkness spells except mass disruption, but that 1 is simply to slow to get reasonable results.

Just face it as a wizard has no chance against a well palyed barbarian, a necromancer has no chance against a well played knight or elf with "holy magic" build.
Our necro expert is asking questions..
what a rare sight :)
If you are lucky, you can some times effectively trap knights and elves.If your turn(hero) comes after enemy's, and get a couple of troops nearby each other(non ranged) then you can cast poison or any other spell. Enemy would have limited choice in moving his troops or he can't free all of his troops. Also if you can trap royal griffin in a mass spellalong with some other troops, he can't use battle dive.
@2

Revision.

Confusion - Cost: 9 mana

The spell makes target stack of enemy creatures forget what they are doing on the battlefield. Part of the stack's creatures do not retaliate or shoot. The spell does not affect Undead, Elemental and Mechanical creatures.
Stack's ranged and retaliation damage is reduced by an amount depending on the caster's Darkness magic talent level.
Duration spell**.

No talent is 25%, Basic talent is 40%, Advanced talent is 55%, and Expert talent is 70%.
And this is Darkness magic, so the effect depends on your talents. And remember the spell power determines the duration.
In other simple words, expert confusion makes just 30% of your troops active
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