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Posted

I don't think bows do full damage if the target is in the back row, even if you fight from the front.I could be wrong about this. :look:

Right now, ranged weapons in the Arena only negate any penalty resulting from your Row, not the enemy's Row. So if you're using a ranged weapon, you can attack from the Back Row without Damage being halved because of your position (just like in a regular battle), but if your opponent is in the Back Row, Damage will still be halved because of that. (also just like in a regular battle when the enemy is Knocked Back or when you've rolled Damage while in the Back Row)

In other words:

You use a Ranged Weapon from the Front Row against an enemy in the Front Row - your Damage dealt is not reduced.

You use a Ranged Weapon from the Back Row against an enemy in the Front Row - your Damage dealt is not reduced.

You use a Ranged Weapon from the Front Row against an enemy in the Back Row - your Damage dealt is halved.

You use a Ranged Weapon from the Back Row against an enemy in the Back Row - your Damage dealt is halved.

You use a Melee Weapon from the Front Row against an enemy in the Front Row - your Damage dealt is not reduced.

You use a Melee Weapon from the Back Row against an enemy in the Front Row - your Damage dealt is halved.

You use a Melee Weapon from the Front Row against an enemy in the Back Row - your Damage dealt is halved.

You use a Melee Weapon from the Back Row against an enemy in the Back Row - your Damage dealt is quartered.

Yes, this is complicated, and we could very well have made the rule, "Ranged Weapons are not affected by either combatant's Row". But we felt that that would be unfair to players who normally get a defensive buff for fighting in the Back Row.

Posted
Yes, it can kill the enemy, though you'll have to take Free Hits from it every turn if you don't target it. :wink:

"Cursed" lowers max. health by 3 - until remedied, battle is over or 1 remain.

At least that was the official ruling, unless I missed something... :blush:

That would mean it cant kill an enemy per se, but it can severely damage them and make them much easier to kill, if it lasts long enough.

Posted

I disagree with knock-back otherwise there is no incentive to have a weapon that inflicts such an effect, but I see you're point where it regards the arena.

You use a Ranged Weapon from the Front Row against an enemy in the Back Row - your Damage dealt is halved.

I think this should be full damage instead of half as the distance between combatants is still the same as in case 2.

Posted

"Cursed" lowers max. health by 3 - until remedied, battle is over or 1 remain.

At least that was the official ruling, unless I missed something... :blush:

That would mean it cant kill an enemy per se, but it can severely damage them and make them much easier to kill, if it lasts long enough.

Oh, really? That's actually kind of silly. It makes Cursed significantly less frightening to Heroes.

:sceptic:

Posted (edited)
Oh, really? That's actually kind of silly. It makes Cursed significantly less frightening to Heroes.

:sceptic:

True, but for the heroes, that is still a problem since they have a lot less health then enemies and a constant -3 to max and/or current health doesn't help. A good thing - its not fatal, unlike poison! :thumbup:

As far as I've seen that is a current, official ruling, but I might have missed something...

Edited by -obelix-
Posted

True, but for the heroes, that is still a problem since they have a lot less health then enemies and a constant -3 to max and/or current health doesn't help. A good thing - its not fatal, unlike poison! :thumbup:

As far as I've seen that is a current, official ruling, but I might have missed something...

If they're stuck at 1 HP, all they have to do is not attack (or in the case of Clerics, heal an ally or an undead enemy) and they're virtually guaranteed not to be KO'd. That's not a good thing; it discourages use of Remedies to remove the Cursed effect. :sceptic:

Posted

If they're stuck at 1 HP, all they have to do is not attack (or in the case of Clerics, heal an ally or an undead enemy) and they're virtually guaranteed not to be KO'd. That's not a good thing; it discourages use of Remedies to remove the Cursed effect. :sceptic:

But if they're not attacking, they may as well be KO'd. :laugh:

Posted

Would Sentinel protect from Fleur's special (knock target overboard)?

No, but they wouldn't take any of the damage, since it protects from that.

Posted

But if they're not attacking, they may as well be KO'd. :laugh:

Experience. :tongue:

If you remedy the curse effect does the player's Max HP stay where it is for the rest of the battle, or until the player is KO'ed?

The current HP stays where it is, but the max HP immediately returns to normal.

Posted

I think this should be full damage instead of half as the distance between combatants is still the same as in case 2.

Oh, that does make sense. If your opponent is going to sit in the Back Row, you have to move forward to the Front Row and open yourself up to taking full Damage if you want to deal full Damage.
Posted

I:
No More Bouncing on the Bed
– The target discovers how comfortable the bed is and falls
Fast Asleep
.

II:
Tossing and Turning -
The target takes 50 Damage and does 25 Damage to the heroes above and below it in the battle order. Used only if target is
Fast Asleep
.

How would someone get a special damage if they are Fast Asleep?

Posted

Wow, that's a lot of Scary Crows. And everyone but Skrall has a sort of AoE attack. :oh:

Heck, that is a LOT of crows.....

Posted

Hey 62ers, sorry for the delay. I was just about ready to post when my computor crashed, and it's a shitty substitute computor that's almost as bad as a phone, so I'm sorta really frustrated right now. I'll rewrite the round in the morning after I bang my head against a wall for a minute.

~Insectoid Aristocrat

Posted

Sandy, I noticed a mistake in the first post of the Heroica Statistics topic, G comes before E in the list of heroes.

How odd... I'm usually very particular about correct alphabetization. :wacko:

Well, it's fixed now. :blush:

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