Poltergeist weapons

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Savra
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Poltergeist weapons

Post by Savra »

Phantom tech:
Researched at phantom garrison
Desc: the weapons wielded by the phantoms have a mind of their own, they are able to find their way into the nitches of even the toughest armoured foes.
Cost:6-7
Effect: increases phantoms minimal damage to 3, basically it's like the elves precision techs so instead of having their damage reduced to 1 on attacks, they do a min of 3.

Nothing special like summoning or anything if that's what some of you thought.
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makazuwr32
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Re: Poltergeist weapons

Post by makazuwr32 »

Minimal damage of elves will be replaced with armor piercing (will reduce for attack enemy armor by some amount).
Thus for phantoms i recommend to use same idea.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Midonik
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Re: Poltergeist weapons

Post by Midonik »

This does seem interesting concept wise.
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Savra
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Re: Poltergeist weapons

Post by Savra »

makazuwr32 wrote: Wed Sep 23, 2020 4:40 am Minimal damage of elves will be replaced with armor piercing (will reduce for attack enemy armor by some amount).
Thus for phantoms i recommend to use same idea.
Alright then we'll go with that instead.
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Alexander82
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Re: Poltergeist weapons

Post by Alexander82 »

makazuwr32 wrote: Wed Sep 23, 2020 4:40 am Minimal damage of elves will be replaced with armor piercing (will reduce for attack enemy armor by some amount).
Thus for phantoms i recommend to use same idea.
Daniel, if you can find some time for that, it would be awesome.
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Savra
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Re: Poltergeist weapons

Post by Savra »

Should I make a armour variant to this as well?

We could try one of 3 options:
1: 10% dodge melee and maybe ranged.
2: full, or percentage based damage on counter.
3: reflection, deals damage equal to half of the enemies damage, but only effects shielders.
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Alexander82
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Re: Poltergeist weapons

Post by Alexander82 »

As maka underlined powerbase won't be used on new units (and hopefully will be removed from units that already have it).

As for phantoms I would prefer something different than ignore armor (I see it more fit for a race like elves, that favour accuracy over power).

In general the idea of phantoms was to make them rise more and more times, so we might still work on that aspect (like a reduced vanishing time for corpses that should be disposed faster before they self resurrect) and that's also way they became less costly (you end up loosing some of their corpses so the more you have the more will rise again).
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Savra
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Re: Poltergeist weapons

Post by Savra »

I figured that since phantoms won't get armour and attack upgrades, a more different approach was in order.

The reanimation would be their greatest strength yes, but poltergeist weapons would have the ability to strike through vulnerable spots in the enemies armour.

If they were to get poltergeist armour, and we went with the dodge, then all it would be is the phantom avoiding enemy attacks which is much easier for them considering they aren't restricted by the laws of physics and the such.

Also it only will grant them 1 level only for these, and they require the reanimation tech still. Think of it as the skeleton attack and armour upgrades with their reanimation techs, it's basically similar to that.
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Alexander82
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Re: Poltergeist weapons

Post by Alexander82 »

What I want to avoid is taking units that can be easily reanimated and make them also more effective. In theory a phantom shouldn't be particularly agile, probably it might act a bit more clumsy than a human in armor, but for balance reason it should be less effective than a imperial with the same cost as a dead imperial stay dead.
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Savra
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Re: Poltergeist weapons

Post by Savra »

That's why I didn't suggest any attack or defensive upgrades.

The poltergeist weapons upgrade doesn't increase attack but rather allows them to ignore a portion of the enemies armour.

The poltergeist armour upgrade, if we choose to use that too, makes them slightly harder to kill, but doesn't increase defense. (But we could just stick with the weapons variant instead)

I believe making poltergeist weapons as a upgrade rather then a unit would benefit phantoms more in the long run, they still will end up being weaker then other races elites.
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makazuwr32
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Re: Poltergeist weapons

Post by makazuwr32 »

I think that this tech can give them full damage on counter.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Alexander82
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Re: Poltergeist weapons

Post by Alexander82 »

makazuwr32 wrote: Fri Nov 20, 2020 5:00 am I think that this tech can give them full damage on counter.
I like that more as they should act mostly as undeads last defensive line.
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Savra
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Re: Poltergeist weapons

Post by Savra »

That works.
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Savra
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Re: Poltergeist weapons

Post by Savra »

Here's a remodel of one I did a while back. I can make it bigger if anyone wants.
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poltergeist weapons.png
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Alexander82
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Re: Poltergeist weapons

Post by Alexander82 »

I'm adding you some examples of current effect/techs you might want to use as a base.
Attachments
tech_human_weapons_melee_1.png
tech_human_weapons_melee_1.png (1.67 KiB) Viewed 2215 times
tech_human_weapons_melee_imperial.png
tech_human_weapons_melee_imperial.png (1.7 KiB) Viewed 2215 times
tech_human_weapons_melee_2.png
tech_human_weapons_melee_2.png (2.02 KiB) Viewed 2215 times
spell_lifelink.png
spell_lifelink.png (2.04 KiB) Viewed 2215 times
32_spell_lightning_sword.png
32_spell_lightning_sword.png (2.23 KiB) Viewed 2215 times
32_spell_burning_sword.png
32_spell_burning_sword.png (2.14 KiB) Viewed 2215 times
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Savra
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Re: Poltergeist weapons

Post by Savra »

.
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Alexander82
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Re: Poltergeist weapons

Post by Alexander82 »

better, thanks
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