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Posted

Speaking of which...

How does this work with the Ranger Shield skill (or similar actions like Battle Mage, Mystic Knight, Raider shield skills, etc)?

For example, given five enemies, I target enemy 1 and roll Shield (and let's just say I'm a Ranger, level 1).

BAD 1 - 11 Damage = Initial Target [5+1 DMG] + Hit by Cannon on Shield (1 of 2) (Listed Above) [5 DMG]

BAD 2 - 16 Damage = Hit by Cannon on Initial Target (Listed Below) [5 DMG] + Hit by Shield (1 of 2) [5+1 DMG] + Hit by Cannon on Shield (2 of 2) (Listed Above) [5 DMG]

BAD 3 - 11 Damage = Hit by Cannon on Shield (1 of 2) (Listed Below) [5 DMG] + Hit by Shield (2 of 2) [5+1 DMG]

BAD 4 - 5 Damage = Hit by Cannon on Shield (2 of 2) (Listed Below) [5 DMG]

BAD 5 - 5 Damage = Hit by Cannon on Initial Target (Listed Above) [5 DMG]

It gets even more complicated with fewer enemies.... Does that look right? Also, on a normal attack, does the cannon do only WP damage to the enemies listed above/below the target, or does it do total strength damage? I've marked it with only WP damage above.

Next question: what happens if a Druid/Evoker/Paladin/etc rolled Shield with the Fireball Extraordinaire? That results in a situation where the targeted enemy doesn't take damage, but does the cannon still hit the enemies above/below? What about on a Mystic Knight roll of Enchantment?

Sorry for a million questions! And thanks WBD for a cool toy!

Total strength as far as damaged is concerned and I'd rule it as the initial target takes the weapon's effect into account but the subsequent targets from the SHIELD roll would not thus it would look like this:

BAD 1 - 6 Damage = Initial Target [5+1 DMG]

BAD 2 - 12 Damage = Hit by Cannon on Initial Target (Listed Below) [5+1 DMG] + Hit by Shield (1 of 1) [5+1 DMG]

BAD 3 - 6 Damage = Hit by Cannon on Shield (1 of 1) [5+1 DMG]

BAD 4 - 0 Damage

BAD 5 - 6 Damage = Hit by Cannon on Initial Target (Listed Above) [5+1 DMG]

As far as Advanced classes are concerned, Druid and Evoker shield rolls are ether based and thus do not take a weapons effect into account. Paladins cannot use handcannons.

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Posted (edited)

I don't know, a poisoned crossbow will deal poison on a Tripleshot; why not the cannon? It's really simple to make a chart:

Enemy above target: Takes 1x damage (hit 1 spill)

Target: Takes 2x damage (hit 1, hit 2 spill)

Enemy 1 below target: Takes 3x damage (hit 1 spill, hit 2, hit 3 spill)

Enemy 2 below target: Takes 2x damage (hit 2 spill, hit 3)

Enemy 3 below target: Takes 1x damage (hit 3 spill)

If there's less than 5 enemies, add the multipliers together; i.e. in a battle with 3 enemies a Tripleshot would look like this (assuming targeting Enemy A:

Enemy A

Enemy B

Enemy C

Enemy A: Target, Enemy 3 below target = 2x + 1x = 3x damage

Enemy B: Enemy 1 below target = 3x damage

Enemy C: Enemy 2 below target, Enemy above target = 2x + 1x = 3x damage

Actually, since small groups like that would be edge cases anyway for the table above, why don't I just whip up a simple "cheat sheet" nstickney can put in his Hero Stats page?

1 enemy: 9x damage

2 enemies:

**Target: 4x damage

**Other enemy: 5x damage

3 enemies: All enemies take 3x damage

4 enemies:

**Target, Enemy above target, and Enemy 2 below target: 2x damage

**Enemy 1 below target: 3x damage

5+ enemies:

**Enemy above target, Enemy 3 below target: 1x damage

**Target, Enemy 2 below target: Takes 2x damage

**Enemy 1 below target: Takes 3x damage

Simple. :sweet:

Edited by Flipz
Posted

Heh, I like Flipz' ruling (and chart - someone give him something to do!) but WBD did make the thing. How can I get a final ruling? Appeal to Sandy?

Posted (edited)

Hey, I'm no QM yet (and that's a very firm yet, because I am going to get these Quests I'm working on out the door if it kills me :tongue: ), so don't consider it a "ruling" just yet--for now it's just an opinion. I'd actually wait for another response from WBD before appealing to Sandy. :wink:

(Though even I'll admit that doing grunt work for QMs is one of the things I'm most skilled at as Masked, Kinto, and Endgame can all attest. :blush: )

Edited by Flipz
Posted

How does this work with the Ranger Shield skill (or similar actions like Battle Mage, Mystic Knight, Raider shield skills, etc)?

Next question: what happens if a Druid/Evoker/Paladin/etc rolled Shield with the Fireball Extraordinaire? That results in a situation where the targeted enemy doesn't take damage, but does the cannon still hit the enemies above/below? What about on a Mystic Knight roll of Enchantment?

The Fireball hits three enemies at once, whereas Dual Strike weapons hit two enemies at once. In both cases the Shield-skills work as if all three (or two) enemies were targets, ie. multiply the effect. This only applies to skills that have one target, though, skills that specifically say they hit all enemies are unaffected.

All other skills that do not involve directly hitting a target with the weapon are unaffected, as well.

Posted

The Fireball hits three enemies at once, whereas Dual Strike weapons hit two enemies at once. In both cases the Shield-skills work as if all three (or two) enemies were targets, ie. multiply the effect. This only applies to skills that have one target, though, skills that specifically say they hit all enemies are unaffected.

All other skills that do not involve directly hitting a target with the weapon are unaffected, as well.

Thanks!

Posted

So Skirmisher's passive special won't work, regardless of what row? I know Lucky, Encouraged, and Hastened apply (see Guts in 52), so the 99ers are in quite the predicament regardless, but I'm just making sure.

Rows are not taken into account when a hero attacks another hero (for example, if they're confused or hexed). The heroes are considered to be close to each other, despite standing on different "rows".

Skirmisher's Assistance-trait works even if the Skirmisher is afflicted by the effects mentioned above.

It also raises the question: If a Necromancer is Hexed, do thier undead attack, opr do they disspaate? Same for Evokers.

Nothing happens to the undead or the summons, they just cannot attack while their controller is being controlled.

Posted

One thing I've been wondering about the Archmage's arc-spell ability, how does damage, special damage and free hits work with that? Is it like bombs that no enemy counts as targeted, or do all of them count as targeted? Or will the archmage have to target one enemy and then the spell bounces to all other enemies too?

Posted

One thing I've been wondering about the Archmage's arc-spell ability, how does damage, special damage and free hits work with that? Is it like bombs that no enemy counts as targeted, or do all of them count as targeted? Or will the archmage have to target one enemy and then the spell bounces to all other enemies too?

The latter, ie. the Archmage has to choose one target even when he casts an Arch Spell, since the spell can fail. I know it's not specifically stated in the rules, but at least Cutcobra got it straight away when Drucilla joined the party in Quest#93. :wink:

Posted

I still don't get why Fire spells aren't weak to Aquatic enemies. IMO, they should be. It makes sense not only logically, but also within the context of the existing rules (Water spells are strong against Fiery enemies). And Rock enemies are the only type that are resistant to two elements, so why not replace the Ruby's "Doesn't effect" to Fiery and Aquatic enemies?

Posted

I still don't get why Fire spells aren't weak to Aquatic enemies. IMO, they should be. It makes sense not only logically, but also within the context of the existing rules (Water spells are strong against Fiery enemies). And Rock enemies are the only type that are resistant to two elements, so why not replace the Ruby's "Doesn't effect" to Fiery and Aquatic enemies?

Fire boils water away, and water douses fire, so both elements have the capacity to harm each other.
Posted

I still don't get why Fire spells aren't weak to Aquatic enemies. IMO, they should be. It makes sense not only logically, but also within the context of the existing rules (Water spells are strong against Fiery enemies). And Rock enemies are the only type that are resistant to two elements, so why not replace the Ruby's "Doesn't effect" to Fiery and Aquatic enemies?

I asked once if the elemental affinities needed tweaking, and people said it would be better to leave them be.

Remember that "aquatic" isn't the same as liquid. The enemy type involves fish, mermen, seaweeds, waterbirds, etc. I don't think it's illogical that fire could hurt those. And like Duvors said, fire can boil water away. :shrug_oh_well:

Posted

Clearly the solution is to add the Fairy type to the game. :tongue:

Elements are fine, no reason to mess with something that works. If we want an Aquatic enemy that resists Fire, add Immune to Fire or a passive Special. :wink:

Posted

Can a dual-strike weapon attack only once on one opponent, or do you need 2 enemies in order to deal 1 attack against a foe?

You'd need two enemies, if I understand what you're asking correctly. A dual-strike weapon can either hit one enemy twice or two enemies once each. If there is only one enemy, the dual-strike will hit it twice.

Posted

I was wondering, are we allowed to retake our character image to fit with items we've acquired in-game?

Of course.

Posted

I was wondering, are we allowed to retake our character image to fit with items we've acquired in-game?

I try to do that, but I don't have all the parts to be completely up-to-date.
Posted

I was wondering, are we allowed to retake our character image to fit with items we've acquired in-game?

For elements of my minifig I do not want to change, I will seek out artifacts to fit my character's appearance. For instance I have an SP:1 cape I'll never switch out because the artifact drop is of the same design as the cosmetic non-artifact cape my character started with. For elements I don't mind changing, my character won't wear an artifact if I don't have the physical piece.

Posted (edited)

The Fireball hits three enemies at once, whereas Dual Strike weapons hit two enemies at once. In both cases the Shield-skills work as if all three (or two) enemies were targets, ie. multiply the effect. This only applies to skills that have one target, though, skills that specifically say they hit all enemies are unaffected.

A dual-strike weapon can either hit one enemy twice or two enemies once each. If there is only one enemy, the dual-strike will hit it twice.

I'd like to revisit the Fireball's damage (based on having used it now in a quest). I think that it works the opposite of dual-strike: if there is only one enemy, it only hits that enemy once. If there are three enemies, it should hit all three enemies once. WBD, I think I understand your intent with the Fireball to be that the extra enemies damaged are meant to simulate a large blast or shrapnel that wouldn't necessarily have hit a single enemy. It's not that the Fireball causes the user to strike three times, it's just that the Fireball's damage is the same as an AOE big enough to hit up to three enemies with just one strike. For that reason, I've re-created the Tripleshot shield skill damage table and it is actually much simpler.

Fireball Extraordinaire Cheat Sheet:

On a roll of TRIPLESHOT,

1-3 enemies present:

**All enemies: 3x Power (Power = WP + WP Bonus + Level + Power Bonus)

4 enemies present:

**Target, Enemy above target, and Enemy 2 below target: 2x Power

**Enemy 1 below target: 3x Power

5+ enemies present:

**Enemy above target, Enemy 3 below target: 1x Power

**Target, Enemy 2 below target: 2x Power

**Enemy 1 below target: 3x Power

I'd really like to hear from WBD on this to see if it matches the intent for the Fireball Extraordinaire.

Edited by nstickney
Posted

I'd like to revisit the Fireball's damage (based on having used it now in a quest). I think that it works the opposite of dual-strike: if there is only one enemy, it only hits that enemy once. If there are three enemies, it should hit all three enemies once. WBD, I think I understand your intent with the Fireball to be that the extra enemies damaged are meant to simulate a large blast or shrapnel that wouldn't necessarily have hit a single enemy. It's not that the Fireball causes the user to strike three times, it's just that the Fireball's damage is the same as an AOE big enough to hit up to three enemies with just one strike. For that reason, I've re-created the Tripleshot shield skill damage table and it is actually much simpler.

Fireball Extraordinaire Cheat Sheet:

On a roll of TRIPLESHOT,

1-3 enemies present:

**All enemies: 3x Power (Power = WP + WP Bonus + Level + Power Bonus)

4 enemies present:

**Target, Enemy above target, and Enemy 2 below target: 2x Power

**Enemy 1 below target: 3x Power

5+ enemies present:

**Enemy above target, Enemy 3 below target: 1x Power

**Target, Enemy 2 below target: 2x Power

**Enemy 1 below target: 3x Power

I'd really like to hear from WBD on this to see if it matches the intent for the Fireball Extraordinaire.

You've got the meaning with the shrapnel idea. The idea was to provide a scaled down version of the cannoneer class in weapon form. If there are less than 3 enemies each one only gets hit once.

Posted

Wait... so for Dual-Strike weapons, SHIELD skills like Grim Reaper and Ravage are multiplied? I.e.Ravage does twice the damage to each enemy it normally would and assassinations are rolled for twice? :look:

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