Mechanics Reference, Final
Engineer upgrade stacks with Sword.
Engineer upgrade stacks with Sword.
Engineer upgrade stacks with Sword.
Seriously? You think stealing an Engineer early enough to matter is going to become a bread and butter play for SL? =D
EDIT: Just caught the "almost impossible" part. Yes -- in that unlikely event, the whole Shaolin team might start doing enough damage to be relevant!
Went to the single-crystal map and confirmed that an attack with 5CP gets 3200 bonus damage. I forgot that the crystal has only 9000 HP, so I can't see how much damage you get with 6CP. After building up 6CP, the crystal only has about 4k HP left at most, and the attack does more than that (presumably 6400). At any rate, 6CP doesn't matter for any real game, you'd need 5 units in range of the crystal and 2 of them pre-potted. They didn't even bother putting in a graphic for 6 CP spinning around a unit (there is one for 5).
So if you're far ahead, or maybe just rushing all-out and can get a 6-hit combo off, you'll do about 7k damage to the crystal. What's perhaps slightly more realistic is on a map with 4500 HP crystals if you can get off a 5-hit combo (say 3 units with two potions), the resulting 3k+ crystal damage is much more than you can usually do without an Assault bonus, and may provide a surprise damage burst that gets you over the edge.
Engineer upgrade stacks with Sword.
I've tried this and I disagree. They both can be applied but the sword supersedes the engineer in terms of the resulting damage.
And, if you do engineer buff a sworded unit, you can actually continue to target the same unit with the engineer afterwards and do it again since nothing happens. You could actually spend your entire move buffing the same unit 5 times in a row, which would be rather pompous and intimidating but completely pointless.
I guess I tried Engineer and then Sword, but not the other way. Unit had 390 AP after, 585 on an attack tile or with Medic, 875 AP with everything (sword, engineer, attack, medic).
No combo points on bubbled units
Also, combo potion weirdly interacting with units that have already attacked
Will be clearer on no CP on bubbled unit. Note that if you potion it does add a CP even though it does no damage.
The bottom case is what's expected. When you make a potioned attack with a unit that's already attacked, you always get 1CP worth of bonus damage (200), and 1 CP added to the target (you can't see the latter here because your turn is over).
Hamlet, what was the 5 cp animation like? Was it the level of beauty that the final fantasy (7-9) fmvs were when compared to the core game?
Hamlet, what was the 5 cp animation like? Was it the level of beauty that the final fantasy (7-9) fmvs were when compared to the core game?
Hey, nobody ever told me the sniper's +300 kneel damage isn't reduced against crystals.
Weird, I'm getting unreduced Assault bonuses with a Gunner splash attack.
http://imgur.com/VYElL
Gunner has 630 AP. Total Assault bonus is 360+420=780. So you'd expect (630+360+420)*2/3 = 940 damage.
But instead I'm getting 630*2/3+360+420 = 1200.
Weird, I'm getting unreduced Assault bonuses with a Gunner splash attack.
http://imgur.com/VYElL
Gunner has 630 AP. Total Assault bonus is 360+420=780. So you'd expect (630+360+420)*2/3 = 940 damage.
But instead I'm getting 630*2/3+360+420 = 1200.
Gunner's splash never has any fall off, even Hamlet gets confused it seems. I think we all do, from time to time.
For this reason, scroll attacks against a crystal and related targets from the sword tile can often be very good.
Then it's not something I ever knew (also, that's never been in the guide). Are gunners are a weird exception to the rule about AoE coefficients? They do 66% at range, and all other ranged attacks, if they hit a crystal for less than 100% attack power, reduce Assault damage as well.
Then it's not something I ever knew (also, that's never been in the guide). Are gunners are a weird exception to the rule about AoE coefficients? They do 66% at range, and all other ranged attacks, if they hit a crystal for less than 100% attack power, reduce Assault damage as well.
Basically, all ranged targets take 100% of what you are calling the 66%. All ranged targets take the same damage. I never really thought about the ranged damage as being a reduction of the melee damage, so I just assumed it would work the way you are describing with boost tiles. Or maybe I did learn it at some point. Anyway, I think its intended.
Actually, the better way to explain it is that all gunner ranged shots are considered direct damage, not splash.
For example, the grenadier only does 50% in melee, but its still direct damage, so it gets 100% of the crystal boosts without a reduction.
Huh! I never knew that either! I would have expected that the damage reduction would apply in the same way, and not "direct" or "indirect" damage.
Weird. Why is say VM splash indirect and gunner splash direct?
I think Art has noticed or sees it as I do - and I thought I actually read it on RE site somewhere. Range units' damage is 'normal' with range hits... then modified at melee. So splash is reduced if the square is directly (melee) adjacent or full when obliquely (ranged)?
Uhh? For heavy, that's the case - it says 100 damage on his unit portrait and it's doubled when in melee, but the gunner shows 200 on his portrait, which is then reduced at range. The archer and grenedier both have 300 and 200 listed on their portraits respectively, so it's the gunner that's the unique case, if anything.
Does that mean that the gunner does bonus gem tile damage at melee?? Someone should test that. =p
Uhh? For heavy, that's the case - it says 100 damage on his unit portrait and it's doubled when in melee, but the gunner shows 200 on his portrait, which is then reduced at range. The archer and grenedier both have 300 and 200 listed on their portraits respectively, so it's the gunner that's the unique case, if anything.
Does that mean that the gunner does bonus gem tile damage at melee?? Someone should test that. =p
Yes, it has long quietly annoyed me that the gunner is marked as a range 2, 300 damage unit. To be consistent with other units, like the ones you've mentioned above, and Ninja, the gunner is a range 2, 200 damage unit with bonus damage for melee.
Interesting, when a crystal is destroyed, the husk that's left still blocks knockback effects for the rest of the turn, even though it's gone for other purposes (LOS and direct movement).
http://imgur.com/IdI2Z
Interesting, when a crystal is destroyed, the husk that's left still blocks knockback effects for the rest of the turn, even though it's gone for other purposes (LOS and direct movement).
http://imgur.com/IdI2Z
As do friendly corpses (block knock-back), so I've always considered the remnant "ash heap" as crystal corpses. Which made me think that someday we would have a team introduced that could target their own crystal corpse and rez it to a small degree. The same team might also have minimal crystal repair ability (not to the degree of multi-peons repairing a burning tower). What may even be more reasonable is to rez something like a stationary phantom-like puppet out of it (i.e. a crystal-spirit) - that would make a it once-only rez feature per crystal.
EDIT: I would love for the Tribe Witch to have the ability to splode these heaps.
Huh! I never knew that either! I would have expected that the damage reduction would apply in the same way, and not "direct" or "indirect" damage.
Weird. Why is say VM splash indirect and gunner splash direct?
I dont know that Robot ever used the terms direct/indirect. That is my term. Arguably not a good idea to try to impose logical terminology on this stuff given that we have no idea what the heck Void Monk AOE actually is. Maybe we should stick to the rule, which is: if a secondary ranged target takes 100% of ranged damage (shotgunner, heavy), bonus tiles should logically be and are applied at 100%. If a secondary ranged target (Void Monk, Grenadier, Demoman, Windblade) gets a % of the damage of the main target, it makes sense that bonus tiles would also be applied proportionately, and they are.
Is VM splash increased if themain target is poisioned?
Shouldn't be, it should just be based on the VM's attack power which isn't changed.
DE Phantoms are 170 health, did that change?
Also, my DW engineer on a sword tile (no buffs) just did 510 dmg - pop up help shows 340. That seemed strange...
Phantoms get an HP boost from soublasts so that is how it got from 100 to 170.
The target hit by your engineer must have had an Annihilator debuff resulting in 150% of normal physical damage.
That explains both cases, thanks... thought I was seeing things...
Taoist can remove a pre-meated tribe unit. That was always known. However if the tribe unit was enraged - the taoist debuff removes the rage as well for that particular unit. Rage for the remaining TR units are still in effect. Additionally subsequent attack actions by the debuffed TR unit do not remove rage from the TR team. I'm not sure I've seen it posted so now you know.
Is this a bug or by design? I dunno. I'll go with the notion that a Taoist can calm even the most meated and enraged greenback independently of their team training for the low low price of 200 base magic damage.







Engineer upgrade stacks with Sword.
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