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#1
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Please give me break, yes you can use even need to use fireball in early stage because at the beggining his damage if you go fast Chaos lvl 3 nice especially against plants.
But i will not believe that u used offensive spells through all battles (bosses excluded) for their damage capabilities. Show me your score page where your damage done by spells is higher than damage done by your troops. Maybe in late game is possible once you get Armaggedon, Geyser or DeathStar but before this relaying on fireball or rainfire only will go you no where i think as they drop in efectives very fast. There is one still thing to try it may work or not... hmm... Worst thing is you do not get back mana where your spells do the kills. Well rules for playstyle are simple in every fight your spells has to do mayor part of damage (boss battle excluded) Black Dragons + Gloth Armor? No i used one stack of lvl 4 Demons (unlimited retaliate awesome stats, can be resurrected) plus 2 x Armageddon and Back Time. And before this combination i used necromancers, 2 x imps, demons, mistress and 2 x geyser for really nice aoe havoc in enemy army. P.S. No mods allowed, so no gift bag. Last edited by Smash; 01-17-2010 at 01:58 PM. |
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#2
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The Gift Bag is an OFFICIAL "mod" (if we can call it that way, as it only adds new items and new sets), made by the developer of KBTL/KBAP - 1c/Katauri as a present for all their supporters and players. As such, I consider it legal, as it is not fan made and it does not shift the balance of the game in favor of any hero class. Here's the thread for you:
http://forum.1cpublishing.eu/showthread.php?t=12174 It will be hard to find a scoreline in which the damage done by spells will outweigh the damage done by troops. Troops exchange strikes all the time (and there are 5 of them, unless you play with less), so by the end of the game, they will deal at least 20k damage per turn (actually, 20k is really, really low, but it is a good number to start from). With spells, you can barely match that, unless the enemy stacks are well grouped for a decent death star cast, or physically weak for a 20+40 mana geyser cast. In my own experience, the best I got from a mage was 34% damage done by spellbook, 2% dragon, the rest troops. An option for the spellbook to outweigh the troop damage can be what you saw in the video - play with one stack, armageddon all the way and that's it. EDIT> As you said, in boss battles, you must use direct damage. Well, Baal has 253332 Health on impossible. K'Tahu has 172000. Zilgadis has 154000. Dersu frog has 80000. The Spider has 60000. The Driller has 14000+28000+56000=98000. That's a total of: 817332 damage you will need to do with your troops. In order to have your spellbook damage on par, you will need to inflict that much damage with it in advance. That's quite some damage to catch up, don't you think? It would appear that you want to have a playthrough where you do the most damage with spells right from the start. If I am correct in assuming that, there are ways to do it here, and you are by all means free to pursue them. Regretfully, Time Back is a spell now, which means you'll be wasting quite a lot of mana, but it is doable if you use the mana accelerator pet dragon ability to regain at least part of what you waste and calm rage for some more.
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Last edited by DGDobrev; 01-17-2010 at 02:47 PM. |
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#3
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I think the issue is that the mage doesn't have a single spell that deals damage based on percent (not counting Pain Mirror, since that requires you to get hit first.) When I look at the dragon abilities that do damage, I may USE quite a few of them for amusement, but Ball Lightning is the only one I actually rely on in a pinch because it scales with opponent strength. To be on par, the mage really needs a spell that does a percentage like that. They probably should've lowered the mage's leadership even more (to 25% of a warrior's maybe?) but included more spells that hit percents, that hit a wider radius, and that hit different resists (why is there no area effect poison spell for example?)
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#4
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I think also that getting 68 int is not that common of a thing. My current mage game has only about 30 active int (Could get a bit more, but not efficiently). Sure, some games you can tank around with a bunch of items giving 4 or 5 int, but sometimes you just don't get them.
Also, I think it is a little off to say you 'need' to cast nuke spells early on... because they are required for fire mage achievement. There isn't any reason that you have to get a medal for the game to be a success. |
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#5
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Quote:
Problems are few. Spells damage is poor scalable through whole game and some need slightly redesigned (rainfire radius f.e.). Sadly right now mage has only one playstyle tank'n'spank :/. Lets call him a enchanter one as he use buffs to squish as much as possible from his own troops and curse enemies. Both destruction mage and summoner one looks like not available so far. |
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#6
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My experiences have shown that they are available - the problem is that they become available around lvl 35-40 (maybe sooner if you manage to luck out with geyser or death star in good locations - for example, I found mine in montero once and in verona twice), which is pretty late in the game, and till then, as you put it, "tank'n'spank" is the usual way, I agree.
Temjin made an intresting suggestion. Well, evlin is a spell that kills part of a living stack, but it does require a corpse, which is kind of hard to find in the beginning of the battle However, I still feel that there may be a way to do a playthrough where the spell damage will be the dominant one. All I need is a lot of mana, a stack of Black Knights and some spells. Might be fun to try it out.
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#7
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I would like to point out by the way, that it is a complete fallacy to say that spells do not do % damage, as all poison and fire effects will cause percent damage up to 13% of a stack. This is pretty darn useful at wearing away large stacks, especially with spells like fireball that can debuff multiple stacks at once in this manner. Ball lightning often does it better... but not always!
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#8
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BTW, while we are on the topic of doing more damage with your spellbook, I'm seeing something strange. The traps you cast (not the pre-set ones) do not count as spellbook damage, do not count as troop damage... They simply don't count at all
The battle report in the end shows that neither your pet, nor your troops, or your spellbook did any damage
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#9
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Quote:
http://i49.tinypic.com/opvalh.jpg You can read more detailes about my play on "tactics discussions" part of the forum, on my thread . You have save games too . Could have done close 100% spellbook dmg if i kited more with my trops and did not let them retaliate . (only unavoidable troop damage is boss tanking retaliates) |
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#10
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My favorite "spell" that does % damage isn't a spell at all--it's Diplomacy.
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