What about unled armies, then? Well, they get a flat number 15%. This includes that enemy Heroes get much better odds of critting with them than you. Oddly, all four damage over time effects -Burn, Poison, Freeze, and Bleed- actually use the Spell crit mechanics, and so will crit more often when your Mana is high and have their crit chance boosted by the Destroyer Skill. (As opposed to the minor penalties to Attack and Defense it previously imposed) There's still not a ton of things that inflict it, but while only a few units natively inflict it the game does things like provide Items that allow units to inflict Bleeding, so it's not quite as rare as these posts might lead to you believe, at least not in terms of the player's ability to inflict Bleeding. On a similar note, Bleeding joins up with Freezing as a fourth damage-over-time effect, doing Physical damage in addition to lowering the maximum Health of a victim. It still slows units down, mind, but often you'll be paying a lot more attention to the percentile damage, especially since serious Ice resistance is fairly rare in Warriors of the North, making Freeze arguably the best of the over time damage effects, even if you ignore that slowing the enemy down is usually more useful than a penalty to Attack or Defense. Returning to the topic of Freezing being able to crit, instead of being a limited effect that shows up in a handful of cases and just slows down some units, now it's your third damage over time effect that's tied to a damage type the new Ice damage type. Also note that when it comes to units conceptually casting Spells (eg the Book of Evil), this just uses the Talent crit mechanics, not Spell crit mechanics.
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