I had a dude with spike armor that was attacked by a grenadier. The grenadier was able to attack my man without taking damage. Is that expected behavior?
Was the dwarf protected by a bubble?
yeah i have a question also. If the shield reflects 33% damage back to the attacker how come when an archer shoots my guys i still receive 240 damage and they recieve 80? Thats only 26% percent knocked backed and only 20% reduced from the orignial 300 damage.
The shield doesn't grant any resistance, it just damages the attacker according to the amount of damage you took. Your Warrior has an inherent 20 physical resist, so the archer dealt 240 and took 1/3 of that.
No, he was not protected.
Wounded enemy warrior just hit my chieftain for 200, but took 15 damage, then 5 damage. It's definitely doing something other than just a flat 33% of the damage. Is it prevented from killing the attacker? It seems to be scaling down if the attacker is hurt.
Something is wrong with it.
It won't reduce an enemy to less than 100 hp. If the attacker has less than 100 hp, the attacker recovers hp until he has 100.
Hm? I don't remember seeing that (the second part). Merely that the damage shield won't damage the attacker below 100 HP.
Also, remember that the return is physical damage and can be reduced by attacker's armor.
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Why doesn't it kill the attacker? I feel like that removes a pretty significant part of the strategic advantage that it would otherwise provide. If it's not dangerous, then what's the point?
That kind of thing should be on the item description text for sure.
I've twice encountered a spike armor issue that confused me. Both times a Void Monk with a helmet attacked me. His default physical armor is less than the damage that is inflicted by the spike armor so I expect him to be damaged after he was done attacking me. Each time after his attacks the Void Monk was completely unfazed with full health. Unless I'm confused and it was the Dark Elves' life leech that is offsetting it?
I've found three things a bit weird about spike armour..(apart from the 100hp bug thingy)
Firstly the one you just mentioned Trip, the resist factor does not count against reflected damage. Eh? A fully armored knight gets the same damage for smacking a spiky shield as a wizard does wearing paper thin robes? Just doesnt quite ring true.
Secondly the ranged effect. An arrow that bouces back onto an archer? Lobbing a grenade 3 spaces away over 2 other units and still receive a reflected ouch... Can't be right!
Finally I think they need renaming! It could be my suspension of disbelief needs strengthening but at least call them Wyrd Spikes/Dragon Spikes to infer the mystical element of the damage comeback :)
Up for games.
The Best Defense is a Good Defense
Yeah I figured that spike armor healing was a bug. An archer with 45 health attacks a spike armored dude and heals 55 hp. Unless RE is trying to subtly endorse accupuncture, that makes no sense at all.
RE is currently working on the spiked armor bug
if anyone wants to play some hero academy with me, challenge me!
I have spiked armor and if I am attacked in melee or at range with magic or physical: nothing ever happens to the other team... seems broken to me.
My suggestion is that this armor -only- reflect melee-physical damage, which is a *nerf* but at least realistic. And then to off-set that disadvantage I would have the armor add 15 to 20% life instead of only 10%. Tribe lacks Magic resistance and it can be very tough when facing Elves or Humans