![]() It's not 'you have 30 Frenzy, so you have a 60% chance of hurrying the Talent one turn and a 40% chance of nothing happening'. Generally Talents that used to be charge-based now merely have an unusually high reload time, which isn't even as high as it seems due to the reload mechanic.Īlso note that the reload reduction mechanic is a series of separate rolls. It even includes that, where Orcs in Dark Side ignore charges/reloading entirely, all Demons have switched over purely to a reloading system to go with Frenzy's mechanics. a much more interesting mechanic, albeit one obviously based on Adrenaline. Only 100 Frenzy points can be stored at most. A successful such roll reduces Frenzy by 5, and such rolls cannot be performed when below 5 Frenzy. +4-6 for taking damage) Every 10 Frenzy points raises Attack and Defense by 10% of their base stats, and every point is also a 2% chance per 'roll' for a Talent's duration to be reduced by 1 turn. (+10-16 when attacking an enemy, even with a Talent. This unit accumulates Frenzy points in combat. (Well, unless there's specific immunities removed or added that I haven't noticed) So no actual change from Warriors of the North. Fights in volcanic terrain increase Defense by 50%, while fights in snowy terrain decrease Defense by 50%. As always, to save some space here's the effects of the Demon Ability:ĥ0% Fire resistance, -25% Ice resistance.
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