As such, it's possible for even a reload of 9 to end up being completely reloaded in one turn if you have 60 Frenzy, it's just unlikely.Īlso notable is that the game's process for handling units with multiple Talents is different from what you might expect. No, in that scenario you have an about 50% chance that it will be lowered by one turn, poor odds of it being lowered by 2 turns, and horrible odds of it being lowered by 3 turns. It's not 'you have 30 Frenzy, so you have a 60% chance of hurrying the Talent one turn and a 40% chance of nothing happening'. Generally Talents that used to be charge-based now merely have an unusually high reload time, which isn't even as high as it seems due to the reload mechanic.Īlso note that the reload reduction mechanic is a series of separate rolls. It even includes that, where Orcs in Dark Side ignore charges/reloading entirely, all Demons have switched over purely to a reloading system to go with Frenzy's mechanics. a much more interesting mechanic, albeit one obviously based on Adrenaline. Only 100 Frenzy points can be stored at most. A successful such roll reduces Frenzy by 5, and such rolls cannot be performed when below 5 Frenzy. +4-6 for taking damage) Every 10 Frenzy points raises Attack and Defense by 10% of their base stats, and every point is also a 2% chance per 'roll' for a Talent's duration to be reduced by 1 turn. (+10-16 when attacking an enemy, even with a Talent. This unit accumulates Frenzy points in combat. (Well, unless there's specific immunities removed or added that I haven't noticed) So no actual change from Warriors of the North. Fights in volcanic terrain increase Defense by 50%, while fights in snowy terrain decrease Defense by 50%. As always, to save some space here's the effects of the Demon Ability:ĥ0% Fire resistance, -25% Ice resistance.
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