Fencing mastery and Precision shot - IMPLEMENTED

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Alexander82
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Fencing mastery and Precision shot - IMPLEMENTED

Post by Alexander82 » Thu Dec 07, 2017 7:48 am

Precision shot - 3 levels

Precision Shot 1:
Image
Requires elven bow craft 1:
Cost: 3
Built at the elven archery range.

Increase the minimum damage of the elven archers by 1


Precision Shot 2:
Image
Requires elven bow craft 2 and Precision Shot 1:
Cost: 4
Built at the elven archery range.

Increase the minimum damage of the elven archers by 1


Precision Shot 3:
Image
Requires elven bow craft 3 and Precision Shot 2:
Cost: 5
Built at the elven archery range.

Increase the minimum damage of the elven archers by 1

Fencing finesse - 3 levels

Fencing finesse 1:
Image
Requires elven weapons 1:
Cost: 3
Built at the elven barracks.

Increase the minimum damage of the elven melee units by 1


Fencing finesse 2:
Image
Requires elven weapons 2 and Fencing finesse 1:
Cost: 4
Built at the elven barracks.

Increase the minimum damage of the elven melee units by 1


Fencing finesse 3:
Image
Requires elven weapons 3 and Fencing finesse 2:
Cost: 5
Built at the elven barracks.

Increase the minimum damage of the elven melee units by 1
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Sunrise Samurai
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Re: Magic arrows

Post by Sunrise Samurai » Thu Dec 07, 2017 9:44 pm

Sounds like what we discussed before. I still like the idea, and want it added asap
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Re: Magic arrows

Post by Puss_in_Boots » Thu Dec 07, 2017 10:37 pm

Is this is to increase the damage of arrows on opponents with the pierce armor to make it ineffective to attack?
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Alexander82
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Re: Magic arrows

Post by Alexander82 » Fri Dec 08, 2017 2:17 pm

Yes. It is basically an ignore armor effect.

Anyway it is also a way to make the basic archer more useful (it is the choice against orcs or undeads)
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Re: Magic arrows

Post by Sunrise Samurai » Wed Dec 13, 2017 1:47 pm

Not only orcs and undead, but also a few big units like sentinels and imperial knights.
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Re: Magic arrows

Post by makazuwr32 » Fri Jan 19, 2018 10:07 am

Good idea, definately want to see it.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Re: Magic arrows

Post by Sunrise Samurai » Fri Jan 19, 2018 5:14 pm

Is this ready to vote? I know it needs a tech image, but I'd like to see how well it works against such things as imperial shielder and death knights.
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Alexander82
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Re: Magic arrows

Post by Alexander82 » Fri Jan 19, 2018 5:28 pm

Not yet because that would need the nee damage/resistance system.
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Alexander82
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Re: Magic arrows

Post by Alexander82 » Mon Aug 06, 2018 3:13 pm

We definitely need this

What about, untile the damage/resistance system is in, making it a special active skill?

cooldown 0 (so that fast archers can use it only once in the turn) and same range of the unit

you can choose to attack normally OR use the skill

1st level: 2 damage

2nd level: 3 damage

3d level: 4 damage

Those damage can't be reduced by nor armor nor avoided via spell resistance but can be dodged by dodge ranged
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Re: Magic arrows

Post by makazuwr32 » Mon Aug 06, 2018 4:08 pm

i don't like idea of this as special active skill like thing.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Alexander82
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Re: Magic arrows

Post by Alexander82 » Mon Aug 06, 2018 4:20 pm

It would just be a temporary solution
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Re: Magic arrows

Post by General Brave » Mon Aug 06, 2018 4:21 pm

Temporary could be fine, Maybe it's needs one cool down or two.
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Re: Magic arrows

Post by makazuwr32 » Mon Aug 06, 2018 4:23 pm

i still don't like this. also it must have no cooldown if as ability for quick archers/normal archers.
Fire archers i think must not be affected by this.

And also is it possible for range of ability to be affected by spells and range of unit himself?
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Alexander82
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Re: Magic arrows

Post by Alexander82 » Mon Aug 06, 2018 4:35 pm

I don't know but we can find some turnaround since they requires the archery techs, so we might basically give them a progressively increasing range or give a spell range stat to the archers.

Anyway I should check how this will scale with the aim skill (that was suggested for the same reason).
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Re: Magic arrows

Post by makazuwr32 » Mon Aug 06, 2018 4:44 pm

Why am i asking is because this skill must have same range as archer himself after any upgrade (even after stealing upgrade from humans)
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Alexander82
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Re: Magic arrows

Post by Alexander82 » Mon Aug 06, 2018 6:46 pm

I understand that and I think it is possible to find a way to do it
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Fencing mastery

Post by Alexander82 » Wed Aug 08, 2018 9:59 am

Melee version of magic arrow

3 levels

Elven melee units learn how to hit the weak spots on heavy armors and to aim to vital points

every level allows the melee units to increase their minimum damage by 1.

alternatively we might make every melee unit ignore a point of melee armor for every level but that would still make them deal 1 damage when facing extremely heavy armored opponents
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Re: Fencing mastery

Post by MightyGuy » Wed Aug 08, 2018 11:33 am

Nice idea, most players use tank units in front of line, this would become more useful against them.

3 levels, did you mean 3 upgrades?
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Re: Fencing mastery

Post by Sunrise Samurai » Wed Aug 08, 2018 12:19 pm

I think making it increase minimum damage is the best option. Ignoring armor is the same as raising power, except in rare cases where the target has lower than 3 armor and wouldn't die in one hit anyway. Besides, I'm already plotting synergy with balanced blades here. Swords dancer would deal minimum 12 damage by combining the two, and dodge most counterattacks. That makes it a credible threat to armored targets.
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Re: Fencing mastery

Post by Alexander82 » Wed Aug 08, 2018 12:58 pm

To be honest my starting idea was related to the sword dancer but later on I tought that could have been good to extend it to other melee units, at least the basic one.
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Alexander82
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Re: Fencing mastery

Post by Alexander82 » Wed Aug 08, 2018 12:59 pm

MightyGuy wrote:
Wed Aug 08, 2018 11:33 am

3 levels, did you mean 3 upgrades?
Yes

3 techs
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Re: Fencing mastery

Post by makazuwr32 » Wed Aug 08, 2018 2:38 pm

Hm. i really like this idea.
And this one can be made as ability because it noesn't need to take into account range because many units of elves this tech will affect are fighting in melee only.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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Re: Fencing mastery

Post by Sunrise Samurai » Wed Aug 08, 2018 3:43 pm

I suppose it must be mentioned that swords dancer isn't going to benefit quite as much as we might think. Its whirlwind attack does bypass armor, but might hit allies, and only on the offensive. With this, all elf melee will deal at least 4 damage on counter too. That's also why an ability won't work so well, it needs to help counterattack damage as well as attack damage.

Side note: I'd package this with balanced blades. That's one I'd really like to see, but don't think I'll vote for by itself.
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Alexander82
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Re: Fencing mastery

Post by Alexander82 » Wed Aug 08, 2018 4:10 pm

I would pack it with magic arrows tough.

Anyway I don't know about counter
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Re: Fencing mastery and Precision shot

Post by Alexander82 » Sun Aug 12, 2018 12:39 pm

images
Attachments
Fencing 3.png
Fencing 3.png (18.35 KiB) Viewed 2986 times
Fencing 2.png
Fencing 2.png (18.35 KiB) Viewed 2986 times
Fencing 1.png
Fencing 1.png (18.36 KiB) Viewed 2986 times
Precision shooting 3.png
Precision shooting 3.png (18.76 KiB) Viewed 2986 times
Precision shooting 2.png
Precision shooting 2.png (18.76 KiB) Viewed 2986 times
Precision shooting 1.png
Precision shooting 1.png (18.77 KiB) Viewed 2986 times
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Alexander82
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Re: Fencing mastery and Precision shot

Post by Alexander82 » Sun Aug 12, 2018 12:46 pm

I've merged the topic, lowered the cost and extended the effect of the armor piercing to all archers.

Both will become training related and will be produced at the right factory

I'll make an elven barracks (or training ground) image later
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Re: Fencing mastery and Precision shot - FINALIZED

Post by makazuwr32 » Sun Aug 12, 2018 4:56 pm

uhm we have barracks-like idea for elves and even with your image, @Alexander82

https://www.androidutils.com/forum/view ... a8e78c7a56
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Alexander82
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Re: Fencing mastery and Precision shot - FINALIZED

Post by Alexander82 » Sun Aug 12, 2018 9:28 pm

Yes, we discussed that a lot of time ago. The image, tough, isn't much fit since it is more like an outpost
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Re: Fencing mastery and Precision shot - FINALIZED

Post by Sunrise Samurai » Mon Aug 13, 2018 1:43 am

Looks ready to me. I'd change my vote to it at this point if it were available.
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Alexander82
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Re: Fencing mastery and Precision shot - FINALIZED

Post by Alexander82 » Mon Aug 13, 2018 2:04 pm

I'd like to get @Stratego (dev) opinion one how to make it, first.

Once it is clear I can make it in no time.

I think we can solve a lot of the problems that elves have against heavy armored units (it will have a cost in terms of turns so I think it will be pretty balanced).

Coupled with aimed shot they will defintely have the best archers (especially on the damage/cost ratio) and an acceptable infantry.
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