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#11 | |
Prophet
Join Date: Apr 2008
Posts: 2,914
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Quote:
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#12 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,670
Donated: $40
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Does he actually get a second blow in the case of a max damage SHATTER attack? I thought the roof falling stops the melee cycle. That still allows 10d10*2+300
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#13 |
Knight
Join Date: Nov 2008
Posts: 867
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From my look at the code, it's not the roof falling that stops the melee, it's the player being pushed to a different square; and the extra 300 damage is contingent on there not being any safe square to push the player to, so the melee won't stop.
IIRC, one of my winners did actually survive suffering ~750 melee damage from Morgoth in one (non-double) turn of melee; though that was in an earlier version (3.5.1), so the relevant code might have changed since then.
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#14 |
Adept
Join Date: Feb 2016
Posts: 194
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Thanks for all the hints!
It was too tempting to go for the low turncount so i gave it a go and Sauron's summons killed me. Stupid of me, I did not realize that a Bile Demon (poison breather) was summoned so I did not switch... I can blame only myself. Maybe next time ![]() |
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#15 |
Knight
Join Date: Jan 2008
Posts: 526
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Ok, that's some useful information - I didn't know Morgoth melee could hit above 600 damage. I guess I got lucky in my own win then!
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#16 |
Swordsman
Join Date: Dec 2007
Posts: 299
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You didn't get lucky. Worrying about >600 damage per round from Morgoth is like fear of flying: Sure, the worst does sometimes happen, but you miss out on a lot if you fixate on it.
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#17 | |
Knight
Join Date: Jan 2008
Posts: 526
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Quote:
![]() Is there a good estimate on how likely 600+ damage melee is?
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#18 | |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Quote:
Basically, do the standard tactic of fighting in a destructed zone and you should be fine. |
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