Forums-->Queries and help-->
Author | Duration of spells (definition of turns) |
Hi, maybe a difficult question, but how does the duration of spells from holy and darkness magic work? What I have been told in the past is that it's always the turn of the units, but experience thought me quite different.
Poison: this one seems to be easy, turn is the creatures turn. If you have poison for 3 turns, the creature will get poisoned 3 times, unless they get morale or wait, then they get poisoned more times. Although I can kinda remember to have seen creatures with poison left for 0,1 turn, while they didn't have their move soon. Not sure how rapid and delay work on poisoned units, I suppose they just get poisoned faster and slower?
Now the other spells seem to be a bit more complicated. I remember from the venomancer event that my chastised, rapided hellhorses didn't lose their buffs faster than the cerbs and also didn't lose it faster when they got morale or waited. I know that 7 turns seemed to last forever, while I'm quite sure the horses had far more turns (and then when we ended I still had turns left). So, am I right that all the other duration spells work on base 10 ini? Based on the ini of a normal hero (would this differ when hero was wearing MH rings of dexterity?).
Now we also have stun, wasp, dominion of tempest and all that stuff. How does this work with all the spells? From my last combat I think I can say that they don't matter at all for all spells (except poison???). We stunned a stack so much that it didn't get its turn for several hero turns and the counter of the spells just continued. Am I right? What about fervor?
So, short summary, am I right when I say that:
* Poison works on creatures turn, more ini means it dies faster, waiting or morale means one more trigger of poison.
* All other duration spells work on base of 10 ini, so a "real turn". More ini or morale or wait doesn't have influence on them, neither have stunning effects.
Thanks in advance for a confirmation or further explanations :) | For starters, 1 GAME TURN = creature with 10 initiative. Hero is just a widely used example because most heroes have 10 initiative.(no mass, sorcery, special arts, etc.) | Now dark magic and holy magic duration seems to be based on this 10 initiative hypothetical turn. Except for poison, poison is super-weird - no idea how it works with stun, delay, etc. | And those special abilities:
It shouldnt matter if you stun it or not. Dark and holy spells durations are not influenced by the waiting, damage, stuns, wasp, basically by nothing expect dispersion as far as I have observed. Only by our hypothetical 1 turn. | Uhm... Someone better correct me if I'm wrong...
The duration of poison is the same as any other spell (with duration).
The effect of poison only takes effect when a creature recieves it's turn during the duration of the spell.
This means that a creature with an initiative of 10 will (not influenced by morale or stunning effects) recieve poison(earth)-damage 1 time per duration.
Example 1: Hasted shrews. Poison-duration of 3.
The hasted shrew is poisoned for 3 turns, but during those 3 turns the shrew moves 5 times. It will recieve poison(earth)-damage 5 times.
Example 2: Delayed demons. Poison-duration of 3.
The delayed demon is poisoned for 3 turns, but during those 3 turns the demon only moves 2 times. It will recieve poison(earth)-damage 2 times.
Example 3: Stunned demons. Poison-duration of 3.
A demon is poisoned for 3 turns. During those 3 turns the demon is stunned repeatedly, and never recieves it's turn at all. The demon will recieve poison(earth)-damage 0 times! | All Holy and Darkness spells except poison last X combat turns.
To understand what a combat turn is, read Arctic's initiative manual.
https://www.lordswm.com/forum_messages.php?tid=1832909
Poison lasts X creature turns, based on base creature initiative + Hero and artifact bonus. That is, as long as it takes the creature to take its turns in the beginning of the combat. Delayed creatures will have their turns less often and take less damage. Stun effects and negative morale will also prevent some damage from being taken. Rapided creatures, creatures striving for more action etc. will receive more turns and therefore will be taking more damage than they normally would if their initiative wasn't altered. | QATC. | closed by Omega22 (2010-12-23 15:59:55) |
---|
Back to topics list
|