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AuthorNext sub-faction: Necro?
so since we're having this undead event, it's pretty much safe to assume that the next subfaction we will have will be for necromancers right?
It seems so
Most likely it will specialize in nature magic, similar to specializations in light for knights and in darkness for demons.
Most likely it will specialize in nature magic and attack talents
well lets hope so cause these necro in the event is really strong :)
well lets hope so cause these necro in the event is really strong :)

I was thinking the same :)
you don't say ? :P
well lets hope so cause these necro in the event is really strong :)

Ah, but they wont have those numbers nor a lot of those creatures, only the alt. upgrades and talents
still i gotta say the talents are great that we know :)
the only thing i dislike is that vampires will no longer have the "no retaliation" ability, but the talents look amazing!
these necro dont look that good to me
normal necro are better i think
appas cant suck mana to get troops back and vamps no retail and there ability trigger is not that high
necro altgrade has weaker troops but the hero can raise more for less mana and with lower spellpower
appas cant suck mana to get troops back

do you think this ability is necessary for the alt nec? ;)
not forgeting when alt nec raises troopse they only lose 1 hp not 2 and the hero's turn seems to be alot quicker
The 1hp and not 2 only applies to low hp creatures like skellies and ghosts

normal raise dead reduces max hp by 20% and 40% if not undead (https://www.lordswm.com/help.php?section=31)
Perhaps the improvement is the adjusting of this percentage (better max hp)


But here's a few things that's rather odd:

• The new mana costs
For example:
when purple necro got his first turn in here, he used 5 mana
https://www.lordswm.com/war.php?warid=528125761&lt=-1

but in here, the purple nec used 4 (higher combat lv?)
https://www.lordswm.com/war.php?warid=528972016&lt=-1

Also in this example, raising with dominion of undeath moves the purple nec back on the ATB scale by 0.5 just like casting a mass spells.


• Percentage of max hp decreased
Death Heralds (100hp) are raised with 88hp (12% instead of 20%)
but this % is a bit weird:
Dreadlord goes from 40 to 36 (10%, not 12%)
Vamp from 30 to 27 (10%)
Poltergeist 20 to 18 (10%)

It would be nice to have this data for tier 7 as their >100 hp might show us some decimals,
then rounding should explain this
but this % is a bit weird:
Dreadlord goes from 40 to 36 (10%, not 12%)


well 12% of 40 is 4.8, and since everything in this game is rounded down (well almost everything) i guess this 4.8 is also rounded down, so 40 to 36 looks right
oh ok, rounddown actually prevents skellies from 4hp raised to 4hp, so that makes much more sense
but 40-4.8 is 35.2 giving 35 though?
The vamp and polt will also get 1 hp less


I've also looked at .5 rounding points and played around a bit, but it's not possible to get a single percent out of this

Take 100--> 88
Consider the range of percents that gives [87.5,88.5)hp
That's (11.5%,12.5%]

But for 40--> 36
If we look at percents that gives [35.5,36.5)
that's (8.75%,11.25%]

The 2 intervals are disjoint
oh sorry, yes, I see what you meaN!
Yes, 12% makes sense now, 40 - round(4.8) not round(40-4.8)

:facepalm:
arctic said the difference in mana cost for the raising dead spell comes from the different faction level on enemy heroes.
so higher fl = lower mana cost for raise dead only. All other spells still have normal mana cost afaik.
ah that explains everything :)
This topic is long since last update and considered obsolete for further discussions.

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