So far, my experience with LH has been... awkward. Everything works slightly different from FE!
Not much, but just enough to require a player to completely change his strategy. I am not sure I like all of the changes, but I am trying to adapt
Is there an in-game explanation of all the new mechanics and abilities? And how are they calculated? Examples:
- the Swarm mechanic (I saw the calc here in the forums, but nothing in the Hiergamenon)
- the Rush ability. I can't get this to work. What is it supposed to do?
- Minimum damage of spells and abilities. How is this calculated? I guess I only noticed this now, because the tooltip displays minimum and maximum damage, but it would be nice to know the calculation.
Swarm: for each adjacent allied unit, the attacker gets +1 Attack and +3 Accuracy. I am sure about the +1 Attack, not 100% sure about the amount of accuracy though.
Rush: You can move the unit, use the rush ability and move again. It basically doubles your movement points.
It would be great to have full acess to all the mechanics either in game via Hiergamenon or in a "traditional style" manual
i think swarm adds 5 accuracy (not 3)
regarding the min/max damage:
the formula for physical attacks is : att * (att / (att+def); minimum damage is simply 50% of that max value
for magical attacks, i don't know exactly. i think spell mastery and spell resistance are compared (with some random numbers involved) and if the spell is not resisted, it will do full damage, otherwise it deals half damage (i think)
You are probably right, as it does not work for attacks. I guess they should change the tooltip to state: 'movement' instead of action. I always start next to my opponents, so I still haven't used this once after 12 hours...
Thanks for the answers so far.
The real benefit of Rush isn't in reaching your enemies (though on some maps that's handy), but in being able to get in better position for your impale, cleave, or other attacks that use a specific range.
Ah, I see.
Thanks for the explanation, Derek
With the concerns that swarm is currently too powerful, especially against the faction of Tarth, I put forward the proposal that the +1 attack be removed from the ability.
Honestly, when you are flanking an opponent, how is it that you strike hurts more than if you were not in a flanking position? What the concept of flanking does is making is easier for you to get that strike in.
Swarm will still be a powerful mechanic with the accuracy boost. Ensurance that you will hit with each of your swarming units can make the difference between victory and defeat.
For me, Attack takes into account morale, training, and other non-weapon factors so I'm not bothered by the swarm attack bonus. I would like to see some counter swarm mechanics though. An easy solution is to create an Immune to Swarm design trait. Even better would be defensive swarm where defense increases with adjacent friendly units. I feel like this would encourage formations (of a sort) and more indepth tactical play.
Swarm: Works only with basic (non-special ability) melee attacks and counterattacks. For each allied unit who is also adjacent to the attacking unit's target, the attacking unit gains +1 attack and +5 accuracy.
Rush: What he said.
Min spell damage: This is tricky because it depends if the spell is doing damage (DefendableDamage) or is reducing health (CurHealth.) Spells do damage probably 95% of the time, and for these spells the minimum damage is 1/2 of the maximum. The issue here is that in the spell descriptions, SD does not distinguish between causing damage and reducing health which could cause confusion for the player. I'm pretty sure Death Magic contains most of the health reducing spells in the game.
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