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AuthorWhiner theme
@140

I would say 2 per regular upgrade, 3 for great.
event too hard
when u have 0 hp and get deliver goods merc quest
high iq stonks
for kchong:
I'm always looking forward to those quests xD
PLEASE FOR THE LOVE OF GOD.

When a unit has an effect on it that is at 0.1 or 0 and then its turn is right after that effect, LET US KNOW WHEN THE EFFECT END.

Holy f lost a battle because the ferocious wound ended LMAO PLZ ADMINS
DON'T GIVE ME BS like oh at 0 it ends right after that turn YEA NONSENSE. I seen temptresses seduction spell at 0 and still on the unit 5-6 turns later so DONT LIE MF
Obviously at 0 it ends right after that turn.
Right now, there's simply no exact way to tell where units are (or when effects will expire) on the initiative bar because the bar is relative.
If there are 10 stacks with the same initiative, those 10 turns will not cause any shift to the combat turn since they all get a turn at the same atb second.
That's why we can sometimes see the effect duration "freeze" whenever we get these groupings.

But more often than not, we'll just see the effect duration reduce at irregular intervals depending on how far ahead the current unit is on the atb scale compared to the next unit.

e.g.
casts the spell --> 2.0 combat turns duration
some stack A moves --> 1.8 (-0.2)
another stack B moves --> 1.2 (-0.6)
stack C moves --> 1.2 (-0.0)
stack D moves --> 1.1 (-0.1)
etc.

This just means A is much further ahead on the atb scale compared to B,
and B and C gets their turn at the same atb time.
0 it ends right after that turn
thats not true at all LOL. For temptresses seduction ability IT SITS AT 0 FOR MULTIPLE TURNS MY MAN. Or at 0.1 for multiple turns.

Why cant admins just make it EASY and let us know when the f the ability ends?
They can just write ok after 8 turns the ability ends, writing 1.0, 2.0, 2.2, 0.4 DOESNT make it easy for us.
for Sylin:
This is some good explanation, but i still wouldnt know in battle right, i just want to know when the heck the effect ENDS, not guess what creatures are on the same initiative bla bla god damn whats so hard
Nah mate

0 it ends right after that turn
for Meshy:
for bobsrevenge999:
that’s your opinion buddy, I have another POV
i believe it is turns based on 10 innitiative. so if they seduce shrews with 20 innit for 1 turn they will get 2 moves before seduce wears off IF they move right after temptresses.

if they seduce something like trees for a 1 turn then they might only get 1 hit with them before it wears off
They could just do something like:
Hovering over an effect ---> show a line on the initiative bar (in-between 2 units).
That would be pretty neat imo


@0 it ends right after that turn
This is true for effects running off of <<creature turn>>.
madness, nimbleness, onset, etc.

However, for effects based on <<combat turn>>, there is no equivalent position on the initiative bar because the bar is relative.
holy/dark spells, blind, vampire sleep, etc. (including temptress seduction in the original discussion)


The combat turn "freezing" (multiple stacks moving at the same atb-time) is pretty common, here's one random example I found:
https://www.lordswm.com/war.php?lt=-1&warid=1155406633

1. In the beginning, the green dragon got delayed for 3 combat turns by the birds.
2. Pause on the next turn (when the bird is moving)
    The delay is 2.9
3. Pause on the unicorn
    The delay is 2.8
    Now at this point, the unicorn is at -13.7 on the atb scale (I have my script to display this value)
    However, a few other stacks following it are also at 0 or less, up until the second orc shaman with position -0.7, and the skelbow after that is at 0.4.
    This means that all of these units before the skelbow will get to move at the same atb-time.
4. So when we pause next on the vamp,
    The delay is still 2.8
5-11. And during the next few "turns"... (2 gmb stacks, the other green dragon, bone dragon, death envoy, 2 orc shamans)
    Still 2.8
12. Finally, pause during the skel bow
    The delay duration drops to 2.7

Had that delay timer been 0 instead of 2.8, we will see it stay frozen at 0 throughout point 3 to 11 for 9 "turns".
This effect is general, not just at 0.

Obviously, this scales up with bigger combats like in 3v3 (more stacks to overlap), and with levels (higher average initiative across all stacks).
Same reason why effects based on combat-turns like blind, seduction, vamp sleep, etc. feels much much longer on higher levels.
Although I still haven't found an example yet apart from the mention in #150

i.e. they could be rounding up (0.01-0.09 all goes to 0.1)?
so the freezing effect can apply all the way down to 0.1, after which the next change is just the end of the effect, so 0.1 it ends right after that + subsequent turns on the same atb-second, if any

But I thought I saw a 0 duration before though.
Found it, no such rounding:

https://www.lordswm.com/war.php?lt=-1&warid=1154928180
Top right shaman with the "freezing" effect on 0 duration near the beginning.

1. First temptress seduce for 0.2 combat turns
2. First drop to 0.1 at battlemagi's turn
3. Next drop to 0 on the tribal lord's turn
    At this point, if we examine the atb-positions, we have:
    the tribal lord at -8, and so on until the wiz lord at 0, and ladon (7 moves away) at 2.
    So we will be at the same atb-time for 6 "turns" until after the wiz lord made his move.
4. Demon was able to control the shaman at this atb time (duration shows 0).
5. Only after the wiz lord's move the 0 duration seduction ran out on the shaman.
Nah mate

0 it ends right after that turn


I second.
They could just do something like:
Hovering over an effect ---> show a line on the initiative bar (in-between 2 units).
That would be pretty neat imo


Bro, this would be amazing. Plz for the love of god.

You seem like a pretty smart dude tbh, I for one don't like to think, do math or all that nonsense. Just make it simple for no brainers like me man
if troops have same ini next to each other first rounds or accumulated. like 14 and 21 ini assuming no troops gets morale. they will have turn at same atb at 42 atb.

also numbers get rounded up or down not exact numbers.

so thats whats up with all those buffs debuffs and hypnosis blind and what else.
atb is not 0.1 every turn. if 2 troops without hero have same ini then every turn troops lose 0.5. if there are more troops you can try to count all troop atb to see if acctual atb accumulative changed at all :D
This topic is long since last update and considered obsolete for further discussions.

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