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Dark Elf faction: Stats, Talents, Tactics, Strategy


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AuthorDark Elf faction: Stats, Talents, Tactics, Strategy
#5 reprisal sword + def sheild + amulet of luck is best for might build if u do more hunts n mg quests......
if u pvp more add more def, watever's in yr budget.....
i would recomend steel helmet, steel cuirass n steel boots as add on's but their a bit on the high side........
Thanks for your tips.I took 2SP and 2KN for casting darkness spells and for using magic arrow or earthern spikes like against the necro to finish 2 blocking ghosts.Is it good?
By the way against whom does DE have >50% chance to win in a)min art b)Full art?
Thanks.
For Vishnus : I am gonna comment about the first battle : Just do not bring poisoners and split Shrews into 4 stacks .. it will make them longer to die and bring rally .. :) It will be useful against magic .. :)
if i lv up to 8 but i dun hav enough money to get shrews and hydrs's which should i get first?
im a might DE n do more hunts than pvp.....
thx in advance......
Better get shrews first .. :)
#24-
Shrews are better.

#23-
With rally, DE will have lot more hp but Advanced offense+ BF will aboutequal damage output for shrews alone.So lizzy and hydra will be much more powerful.
I will try with different talents.
hey if I hve a choise between the following which shud I take

1.3 morale 2 luck
2.4 morale 1 luck
3.5 morale 0 luck


thx
3 morale 2 luck :)
some more suggestions
you already got the best suggestion
It's a matter of opinion and situation. I would choose 5 morale in most cases.
5 morale if you rely on shrews and they won't be killed fast. Otherwise more lucks. It depends on the types of battle.
in tournament I think I need 4 morale 1 luck
in tournament I think I need 4 morale 1 luck
Stick with that!

=)
For tournament I would choose 5 morale for its predicability.
I don't know why are you people so found of this morale, am I missing something?
In the official description about morale it says: Morale parameter defines the creature's chance to get turns more often than its initiative allows, or, on the contrary, to lose turns. Single stacks have morale value of zero, so the turns are neither lost nor made frequent. Morale can change according to the morale parameter of the Lord, as well as due to the troops consistence. Higher morale allows the creature to get their next turn twice faster.

The important part here is the last sentence: to get the next turn twice faster. Meaning that they get their next move as like their initiative would be doubled for that moment, right? But this affects all the next moves as well on the ATB scale, they are virtually delayed for half of the stack turn period compared to the case the morale wouldn't trigger... right? As I can see this thing, morale parameter would bring a 10% damage boost (like luck) only if the morale trigger wouldn't affect the next moves. Said the other way: only if the one extra turn would squize between two "normal" turns of the stack and the rest would stay intact...
The 1 turn "squize" effect you would get with two consecutive morale triggers if I understand this correctly, but that would need +2 morale according to the statistics...
For tourney : Bring rally too .. :) U will stand longer agaisnt magic or shooters .. :)
I get you manti. You are right, I never thought about it that way. But I would still choose morale, especially for giving you more inputs in the game (it's very important to move often and react on the new situation). Luck is unpredictable and you often waste your double damage. So there is some balancing for that "1 luck is like 2 morale". It's interesting and depends on the situation. For hit'n'run hunting luck seems to be more logical now. I am going to buy that Amulet of luck to min AP set and replace Medal of Bravery ;-)
The 1 turn "squize" effect you would get with two consecutive morale triggers if I understand this correctly, but that would need +2 morale according to the statistics...
I understand that you need 2 consecutive morale triggers in order for your stack to have 2x the turns. One morale trigger doubles the init for only 1 turn. In order to do double overall damage you need to have 2x ini for 2 turns which on the ATB would be eqivalent to 1 regular turn.

But the issue is that each morale triggered turn gives your stack another opportunity to trigger morale again. Following this logic chances are recursively compounded. While each luck trigger doesn't give you another opportunity trigger another luck.

Instead of thinking of luck and morale as 1, use 10 as an example. At 10, every attack or move has 100% chance for luck/morale trigger. With luck that means all attacks are 2x the damage. With morale it means you have 2x the turns (you don't need 2 morale or 2 consecutive morale triggers to double your damage), which directly means 2x the damage.

Now there are differences with morale and luck on how they trigger and are used, but overall the damage is the same if we are using the example of shrews attacking a stationary target.
Now there are differences with morale and luck on how they trigger and are used, but overall the damage is the same if we are using the example of shrews attacking a stationary target.

True. But just remind you, for Shooters ammunition is limited. If they deal five lucky shots instead of 10 morale-caused quick shots, they'll have more ammo left ;)
This topic is long since last update and considered obsolete for further discussions.
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