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AuthorHere comes the balance update
Has the new water spells formula been revealed?
I can quickly try to calculate ice clod with charmer(as spell power increases it's easy to calculate).
for Slust:
I'll answer to myself: with 24 SP and advanced chaos, I deal 323 damage with ice clod and 231 with ice ring (lightning: 375 and fireball: 250); a wild guess is that the formula is 59 + SPx11 for clod and 39 + SPx8 for ring.
Nothing changed for me(without any chaos schools).
Guess admins are really trying hard to not benefit elves lol...

@22 I think you are right about the two equations. An increase of SP*2 for both of those spells then.
A conjecture:
With no chaos talents damage remains same.
With basic chaos damage increases by SP*1
With advanced chaos it increases by SP*2
And with expert SP*3.
Guess admins are really trying hard to not benefit elves lol...
Stop complaining they didnt buff an already OP faction
It will actually involve a little challange now for them rather than take full luck and initiative and kill everything with bows
They didnt even nerf it like you claim they just slightly buffed other factions
Your complaining about lizard chargers getting buffed but DE had absolutely no chance against elf with the lack of range
Guards were retarded slow so you can not even complain about that
And elf having no chance against unholy? What game are you playing?!!?
If you ask me I think elven shouldnt shoot twice because all they need is high initiative like I said and its the first ranged unit then shoots the enemy down like sitting ducks
NERF ELF!!!
elves an already OP faction
Haha nice one, but wrong forum topic I assume :P
https://www.lordswm.com/forum_messages.php?tid=1879514
for randomr1:
Formula has been updated now.
i do not understand guardian new ability

can it charge anywhere or its limited by speed
It gets +1 speed and morale for 3 turns.
look at my combat log that i posted just now in this thread, you need to activate it by moving your guards to your destined place..when you click and move your guards using this ability, you cannot attack, simply you only able to move your guards to that tile you wanted ..then for the next 3 rounds, +1 speed and morale for 3 turns
I am so happy :D
Thanks admin for balancing things.
I like blindness now can be dispelled, it now being logic. Any damage can wake up the blinded creature.

Now knight stand a chance when guardian is the only unit standing.
Now water magic is viable build.
Now shadow barb with heavy stack of ogre can stand a chance agaisnt holy knight with hundreds of shooters

Eventhough I am TDE, I kinda dislike the direct buff we receive.
Level 7 normal knight got 1 of everything besides griffin
Or you can choose 2 extra bows but the one of each is obviously the better choice
rip fortune genies.
your service till today with the 75% magic resistance will be in my memories forever
fortune genies's imba magic resistance should have been nerfed long time ago ..while using as a battle type wizard, not only its physical endurance is durable due to its high defense, and resistance too ..making it so tanky in the battle ground

so yeah its much more balanced now
A more precise translation:
1) Chaos magic cast by enemy hero or creature now dispels Blinded / Lethargized.
2) Lizard chargers now have 'Lizard charge' ability (Ignores 20% target defense every step taken).
3) Tamer dark elves' 'Summon creature' spell now summons 10% fewer creatures with each cast (10% of original number).The initial amount of Harpies, Evil eyes, and Trolls are increased by 20%.
4) Fortune genies now have 'Magic shield 25%' instead of 75%.
5) Lodestone golems account FSP resistance of damage spells *BEFORE* healing itself.
6) Seduced creatures no longer trigger Luck. (Bad luck too).
7) Vermins now drain no more than 25% of enemy hero's current(remaining) mana.
8) Guardians have a new ability. They gain their turn as soon as 3 friendly stacks perish, and increase speed and morale by 1 for 3 turns.
9) Water-elemental spells have increased effect (Basic by 1*P, Advanced by 2*P, Expert by 3*P). 'Dominion of frost' talent now works full ATB-reduction effect with Ice ring spell (not split effect).
10) Demiliches: Mana increases from 18 to 24. 'Weakness' and 'Raise dead' upgrades to Advanced mastery. HP penalty for 'Raise dead' is now the same as hero.
11) Orc shamans: Mana increases from 12 to 18. Added Advanced 'Confusion' spell (-55%).
5) Lodestone golems account FSP resistance of damage spells *BEFORE* healing itself.

I'm confused about that one... Do they take less damage? Heal less?
LOOOOOOOOOOOOOOOOOOOOOOOOOOOL.

Lizard Chargers of Death get Lizard Charge, and Demilich Leaders of Undead get Buffed to the Sky... I feel happy of being both DE and Nekro... :)))

Admins marry me plz you wont regret, ty)ç
GG WP

No, seriously, very very good Balance, GJ.
Player banned by moderator Arcanide until 2016-09-04 02:10:55 // 4.2.1. Abuse of capitalization, redundant letters, words or symbols are forbidden.
Btw VERY VERY important question:
Now Chaos kills Blindness, but does it kill Sleep? I wonder!
Since I play UN.

Coz lets be honest... Sleep is like Blindness but double duration, its the very exact thing.
5) Lodestone golems account FSP resistance of damage spells *BEFORE* healing itself.

I'm confused about that one... Do they take less damage? Heal less?

It is a Nerf my friend.

It means they reduce Damage BEFORE CONVERTING it into Healing.
Player banned by moderator Arcanide until 2016-09-04 02:36:31 // 4.2.1. Abuse of capitalization, redundant letters, words or symbols are forbidden (second time)
Forget 38#, did not read Post 35#, sorry.

Also sorry for Spam, but Admins wont put "Edit" Tool into Forum so...
This topic is long since last update and considered obsolete for further discussions.

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