Author | [UPDATE] Sets bonuses are improved |
Bonuses of the Tactics kit were improved.
The bonuses of the Barbarian warrior set, Apprentice necromancer set,Elven scout set,Servant of Darkness set,Demonic soldier set,Mage disciple set, Dwarf craftsman set, Dwarf warrior set, Warrior elf set, Druid set, Militant set, Paladin set and Tribal set were improved for Heroes from 14th combat level and limited to certain faction.
For more info: http://www.heroeswm.ru/help.php?section=40 |
Thx for the information :D
That's a HUGE BUFF FOR 14 ABOVE!!!! |
Finally rare items feel like rare items. |
Well, so now they are not just rare and overpriced by super-powerful and super-overpriced. Whichever clan owns a lot of those sets will rule in clan VS clan battles but they also removed any flexibility in build as there only one or two sets per faction. |
Most of the sets had been pretty well priced for the bonuses they had. The reality is that the faction sets did not live up to the stats that the newer sets had. The survilurg set was probably the default choice for a clan battle. Now there is more variety.
Biggest winner has to be anyone with the druid set items. Price already increased a lot from its measly price. |
but they also removed any flexibility in build as there only one or two sets per faction.
I'm not sure.. I see in a fair few clan vs clan that it's dominated by surv magical sets and mage builds, but will be interesting, that's for sure. |
Most of the sets had been pretty well priced for the bonuses they had. The reality is that the faction sets did not live up to the stats that the newer sets had. The survilurg set was probably the default choice for a clan battle. Now there is more variety.
That's the same for every set, there's a stat inflation for arts overtime (probably so that people don't stick with their old set but also be interested in new ones). Look at pirate or leader sets, the temporal set is clearly inferior. Only the new temporal arts (magic shoes and scroll) match the other sets, but if you look at temporal pendant or ring (not signet-ring), then they are really poor and the overall set bonus is also inferior.
8 items:
[Initiative] +7% [Attack] +1 [Defense] +2
25% magic shield
And:
8 items:
[Attack] +4 [Initiative] +4% [Defense] +3, +30% magic shield
Even shop arts follow the same trend with the new daggers and rings which can match or surpass event ones. |
Some people will very very much profit from this - the rich get richer
eg https://www.lordswm.com/pl_info.php?id=5363523
Just grabbed up loads of rare arts when the news broke - if resells will make a tidy profit (not that it looks like they need it though!)
I agree there is stat inflation on arts - always likely I think most games there is that sort of situation otherwise the economy stagnates as why bother buying anything new. The issue with this is that over time it means the advantage of the rich increases - though fortunately this advantage is limited to a narrow number of battle types which are easily avoided. So having stat inflation on non shop arts is not a problem I think, but woul dbe if it spread too much to shop arts (like ring of cold did) |
Tribal seems to be a popular set since the update... Surprised we haven't seen a massive increase in rare art drops from chest (due to more purchases) |
yes Tribal set is a lvl14 set and new change from lvl14 ?? so old set bonuses applicable for whom? |
for Poison Ivy:
Non tribals. I would expect that old set bonus stacks with level 14 bonus anyway. |
I'd like to test one of those sets in a campaign :p Too bad everyone enchants their sets i guess |
I'd like to test one of those sets in a campaign :p Too bad everyone enchants their sets i guess
I think Syrian is putting together a servant of darkness set, could ask him for a try first :P |
I'd like to test one of those sets in a campaign :p Too bad everyone enchants their sets i guess
Of course everyone enchants. Base armors are worth 5*10 enchants and the repair cost is too high. |
Probably overkill for campaign - pirates or temporal set is good enough to give a sufficient edge in these at a lower cost.
Therefore only cost justifiable use of these is in clan warfare - hence need enchants |
https://www.lordswm.com/help.php?section=40#varv
Additional bonuses for Barbarians of combat level 14+:
+40% magic resistance
+20% melee damage
+15% ranged resistance
https://www.lordswm.com/help.php?section=40#necrn
Additional bonuses for Necromancers of combat level 14+:
+30% magic resistance
+35% melee damage
+10% character initiative
https://www.lordswm.com/help.php?section=40#elfs
Additional bonuses for Elves of combat level 14+:
+40% magic resistance
https://www.lordswm.com/help.php?section=40#slugt
Additional bonuses for Dark Elves of combat level 14+:
+40% magic resistance
+20% melee damage
+20% character initiative
https://www.lordswm.com/help.php?section=40#dems
Additional bonuses for Demons of combat level 14+:
+40% magic resistance
+25% melee damage
+15% character initiative
https://www.lordswm.com/help.php?section=40#mags
Additional bonuses for Wizards of combat level 14+:
+40% magic resistance
+25% character initiative
+20% melee damage
-15% to any damage taken
https://www.lordswm.com/help.php?section=40#gnomv
Additional bonuses for Dwarves of combat level 14+:
+30% magic resistance
+15% ranged resistance
+20% melee damage
https://www.lordswm.com/help.php?section=40#gnomm
Additional bonuses for Dwarves of combat level 14+:
+15% ranged resistance
+15% melee damage
https://www.lordswm.com/help.php?section=40#elfv
Additional bonuses for Elves of combat level 14+:
+40% magic resistance
+25% melee damage
+15% ranged resistance
https://www.lordswm.com/help.php?section=40#drd
Additional bonuses for Elves of combat level 14+:
+30% magic resistance
+15% melee damage
+15% melee resistance
https://www.lordswm.com/help.php?section=40#mil
Additional bonuses for Knights of combat level 14+:
+40% magic resistance
+10% ranged resistance
+10% melee resistance
+20% melee damage
https://www.lordswm.com/help.php?section=40#pal
Additional bonuses for Knights of combat level 14+:
+20% magic resistance
+10% melee resistance
https://www.lordswm.com/help.php?section=40#trib
Additional bonuses for Tribals of combat level 14+:
+300 Tribal spirit
We will add the description soon =) |
for Beliar:
Thank you |
Thanks Beliar :)
Huge advantages to few sets, few sets ignored... strange. |
for eddy_immanuel:
I picked two sets pretty similar in scope (druid and inquisitor, both mix of might and magic), only one being boosted, and after summing up everything, they end up with just 1 primary stat of difference after the boost. Well in practice druid gives more ini and extra melee dmg and resist % but I did not do the math and inquisitor arts have higher base % but overall I would expect it's done that way to put all sets on roughly equal grounds past level 14. |
[Post deleted by moderator Beliar // so it is necessary] |