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Author
Topic: WC3 1.03 patch
Oh shi...
what
posted 10-10-2002 03:37:50 AM
  • Patch 1.03:
  • NEW FEATURES
    Each AI player can now be set to one of three different settings: Easy, Normal, and Insane.
    Allied AI will teleport to human allies' towns when the towns are under attack.
    Allied AI will ping the minimap to indicate where they are going to attack next.
    Messages can now be sent when the "Waiting for Players" dialog is up.
    Added PowerPC optimizations and MacOS X 10.2 specific acceleration to the graphics engine.

  • FIXES
    Fixed an issue with building reimbursement that could credit a player twice for canceling a building.
    Fixed a crash that could occur when the system date was set to > 2038.
    Fixed map loading crash that could result from custom units that sell too many items.
    Fixed crash with Avance Sound cards. The fix requires a minor change to your registry. If you are experiencing this problem, please contact our technical support staff.
    Fixed a crash that could occur when loading a corrupted save file.
    Fixed a crash that could occur on custom maps during some unit creation events.
    Fixed an issue causing localized versions of maps to be passed unnecessar-ily.
    Fixed Mass Teleport crash that could result from a target unit's dying before spell completes.
    Fixed save/load map interaction that could result in an unresponsive game.
    Fixed an issue related to unit selection and upgrading Human towers.
    Fixed an issue with Dreadlord that could cause him to not take damage from Unholy Frenzy if he had the Sleep skill.
    Fixed some AI mining issues that could occur when their original town hall was destroyed.
    Fixed an AMM chat message bug that could disconnect you if an AMM team game message was sent just before game launch.
    Fixed an issue that allowed players to save after choosing "Continue" in a single-player mission.
    Fixed a supply issue related to the Demon Hunter and his Metamorphosis ability.
    Fixed Zeppelin drop exploit as a method of building locating through fog of war.
    Fixed an issue with saving while "Waiting for Players" dialog was up that could result in a soft lock.
    Fixed an issue that could create an invincible Mountain King.
    Fixed an issue related to graphical display of auras from aura-generating items.
    Fixed an issue with Anti-magic Shell so it now properly interacts with magic-immune and non-magic-immune summoned units.
    Fixed disappearance of Sentinel owl in conjunction w/ AOE-targeting circle.
    Fixed an issue with Huntress' bouncing missile that would allow it to hit a secondary target even if it missed the primary target.
    Fixed an issue with rooted Ancients that would cause them to trigger Goblin Land Mines.
    Fixed an issue related to Hero illusions' carrying a Ring of Protection.
    Fixed an issue with Town Portal spell art.
    Fixed an issue with hit point/mana upgrades and Polymorph.
    Fixed an issue with the Abolish Magic ability and allies.
    Fixed an issue with poison that could kill a unit. Poison, by itself, should only take a unit to the brink of death.
    Fixed an issue related to the interaction of Shift-adding units to a group and unit deaths.
    Fixed an issue related to replays, selection circles, and changing player perspective.
    Fixed an issue with Cyclone and moving units creating aerial footprints.
    Fixed keyboard screen scroll and "Waiting for Players" interaction.
    Fixed several minor text and tooltip issues.
    Fixed a few improper combat sound assignments on creeps and NPCs.
    Frost Wyrm attack now also slows air units.
    AI Keepers of the Grove no longer cast Force of Nature on different cliff levels.
    Night Elf AI now uses the Wisp's Renew ability effectively.
    Disease (Plague) and poison no longer wake sleeping units.
    Moon Glaive bounce no longer hits invisible units.
    Demon Hunter's attack while in Demon Form no longer damages self or allies.
    Upgraded building shadows no longer update through the fog of war.
    Necklace of Spell Immunity no longer drops a Blademaster's Wind Walk.
    Observers no longer gain full player UI when entering a loaded game.
    Observers no longer get gold/lumber/supply UI when selecting neutral buildings.
    Fog of war updates properly now if you are alt-tabbed out of game.
    War3 now warns you when you save game or screenshot or profile if there's not enough available disk space.
    Improved "We're Under Attack" messages so they trigger at more appropriate times.

  • WORLD EDITOR FIXES
    Fixed Macintosh World Editor crash.
    Added Unit Editor field for building upgrades.
    Increased number of possible dialog buttons from 5 to 12.
    Added blank entries for all units that don't normally have abilities or attacks, allowing a user to potentially add these through the Unit Editor.
    Added Unit Editor field to set unit sounds to that of another unit type.
    Reorganized limits on pre-placed neutral units. Neutral hostile buildings now count towards the "unit" limit of 512, and only passive buildings count towards the "building" limit of 96.
    Fixed bug where map auto-save could bypass object limit checks.
    Fixed Sound Editor bug that would sometimes delete an imported sound file from the map if it was imported from outside the War3 directory and the Test Map feature was used before the map was saved.
    Fixed force issue that would cause Force 11 when you selected Force 10 for a trigger in the editor.

  • BALANCE CHANGES
    Humans: Brilliance Aura has been reworked, and is no longer % based. It now adds a fixed amount of mana per second to units under its power -- .75, 1.5, and 2.25 respectively by level. While it's just as effective with mass spell-casters, players will find it is less powerful (though still exceedingly useful) with Heroes.
    Humans: Divine Shield now costs 25 mana, down from 75.
    Humans: Blizzard no longer goes up in radius as the level of the ability increases.
    Humans: Water elementals now last 60 seconds, down from 75.
    Undead: Gargoyles' ground attack was substantially upgraded. They now do 21-24 damage, up from 16-18 damage. They also have less armor (3, down from 5), but also hit harder against air units, doing 51-63 damage, up from 46-57 damage. Note that they are still just as effective against air units as they were before, but their ground attack has been much improved.
    Undead: Death Pact now costs 50 mana (down from 75), and can be cast twice as frequently as before (15 seconds cooldown from 30).
    Undead: Lich Heroes now have far more hit points, as they now have 15 str + 2/level, up from 13 + 1.6/level.
    Undead: Frost Armor is now an auto-cast spell which will target units under attack if auto-casting is enabled. Frost Armor also costs less mana -– 40 down from 50.
    Undead: The Spirit Tower Upgrade now costs 160/40, up from 120/40.
    Undead: Crypt Fiends' attack was slightly improved.
    Orcs: Headhunters have more hit points (350, up from 280), but also strike more slowly.
    Orcs: Stasis Trap no longer stuns friendly units, but has a shorter duration (6 seconds, down from 12 seconds). Stasis Traps, when they are set off, also destroy other Stasis Traps within their area of effect.
    Orcs: Kodo Beasts now have 1000 hit points, up from 790 hit points. They also attack more slowly than before.
    Orcs: Orc Barracks cost less lumber: 50, down from 70.
    Orcs: Watch Towers now do 16-18 damage, down from 19-22 damage.
    Orcs: Grunts now have 700 hit points, up 20 from 680.
    Orcs: Shaman's attack is far less powerful. They attack somewhat more slowly, and also do 11-12 damage, down from 14-16 damage.
    Orcs: Stasis Ward and Sentry Ward no longer inhibit movement or building construction.
    Night Elves: Sentinel can now be removed from a tree with various dispels (Wand of Negation, Dryads, etc.), as well by attacking the tree with a peon or siege unit (previously, the tree had to be destroyed -– now it merely has to be damaged).
    Night Elves: Mana Burn no longer affects units with Mana Burn (Demon Hunters, Satyr Soulstealers, Felhounds, etc.).
    Night Elves: Thorns is now a %-based ability that reflects 10%, 20% or 30% of melee damage dealt by level.
    Night Elves: Wisp's sight radius increased by 25%.
    Night Elves: Detonate now does 225 damage against summoned creatures, up from 150.
    Night Elves: Non-tree buildings now have 5 armor, up from 2.
    Night Elves: Ballistae now have an "Attack Ground" command.
    Night Elves: Force of Nature cooldown reduced to 20 seconds, down from 30 seconds.
    Night Elves: Treants now last 60 seconds, down from 75 seconds.

    Night Elves: Eating trees now gives a constant, non-stacking healing effect for 10 seconds.
    Night Elves: Moon Wells now spend mana on health and mana replenishment separately. For instance, if you sent a 0-mana, nearly dead Demon Hunter to a Moon Well, and the Moon Well had 100 mana, your DH would gain 25 mana, and 100 health. Before, the Hero would gain 200 health and 50 mana. This change does not affect the benefits of healing a unit without mana.
    Creeps: All melee creeps in between levels 1 and 5 are slightly more powerful.
    Creeps: All creeps of level 6 or higher now have Hero magic resistance.
    Creeps: Creeps of level 7 or higher will behave more intelligently in general.
    Creeps: All creeps of level 7 or higher now deal Chaos damage.
    Creeps: Level 10 Dragons no longer have spell immunity.

    Creeps: Many minor creep balance tweaks to damage and abilities.
    Creeps: Mercenaries are now more accurately priced in general, which in most cases amounts to price decreases.
    Items: Scepter of Mastery no longer will drop randomly in multiplayer maps.
    Items: Tome of Power, Mask of Death both increased in level (8 to 9 and 8 to 10 respectively).
    Items: Wand of Lightning Shield is now a level-3 item, down from level 6.
    Items: Sentry Ward item now comes with 3 charges, down from 5.
    Items: Periapt of Vitality now gives 150 hps, up from 100.
    Items: Pendant of Mana now gives 250 mana, down from 300.
    Items: Tome of Experience now gives Heroes 150 experience points, down from 200.

  • Things they did not mention in the patch:
    -Healing wards now have 5 hit points

    Well, after playing a couple games against Computer (Normal) with orc, they can now creep effeciently without having to tower creep since they can get 1-2 grunts out when the hero pops out. I found after this patch the Cheiften is my more popular choice mainly because of shockwave. Before you HAD to go Blademaster or Far Seer because of the damage absorbtion abilities they had, but now you can have your grunts take some blows. With the unbelievable change to stasis traps and healing wards, they need to switch the healing wards and stasis trap upgrades. If you don't have a fountain of health on the board, you *must* tech to healing wards to heal. Well, now that healing wards are 5HP, *anything* will kill it 1 shot. Orc still needs healing wards to heal so they should get it at Tier 2 instead of Tier 3.

    Lich is now the a power house for undead. It's a hard decision choosing between Dreadlord/Death Knight or Lich/Death Knight. Gargoyles are now the best air-to-air units in the game with crazy high damage at crazy high attack speed, not to mention the life leech they get from vamp aura (and the upgraded damage makes them almost as good as riflemen to ground units).

    Night Elf got a crazy boost to the Demon Hunter now that Metamorphasis attack now does not hurt friendly units (which was the main way of killing the DH fast by sending melee units to hit him while he smacks himself good with his chaos spash damage). However, Moonwells no longer regenerate heroes that well anymore since they don't give as much mana or health to them (meaning if they torment you, it's going to hurt them alot more since they can't get full life and mana by going back to their base). The Keeper got a HUGE boost to his skills. You can now have 8 (at level 3) treants out at a time, and his Thorns aura is overall better (especially against the newly upgraded gargs if they don't have at least level 2 vamp aura on them).

    Humans got the shaft of the patch No longer can the heroes chain cast their spells infinite, but still is a decent chunk more. Heroes regen from brilliance aura is now halved (it was basically 11 mana per second but now it is around 6-7), but unit casters stay the same since they didn't have too much regen for it to be upped by (they probably lose about 1.25 mana per second in total). That change to brilliance hurts Arch Mage in the beginning since he can't get his 3rd Water Elemental out as fast as he used to. Arch Mage can only have 3 Water Elementals out at a time now instead of 4 (which cuts his overall damage by about 12 damage per second of what the other WE would be doing). The Paladin divine shield can now always be used, which makes a humans army stay alive longer.

    Overall good patch.

  • Mord
    Priest of Peachis
    posted 10-10-2002 03:49:12 AM
    Actually, the KoTG's thorns aura is now less effective than it was previously.

    http://forums.battle.net/war3-general/posts/ak/123292.shtml

    Oh shi...
    what
    posted 10-10-2002 03:54:07 AM
    Against Tier 1 units ya, but when the aboms and taurens come at you, it is better.
    Oh shi...
    what
    posted 10-10-2002 04:02:23 AM
    Forgot to mention something.

    Ghouls can now 'Forest Walk' through enemies.

    They way this works is the way melee units consider in their priority. For instance, a Tauren takes higher priority to kill than a Grunt.

    Say a 7 ghouls and 2 aboms are fighting 2 knights and 4 footmen. The footmen and knights will target the aboms first if they can hit it right away, but will attack the ghouls as well if they can't hit the aboms since the priority difference is not to distant from each other. However, if the ghouls are told to harvest lumber, they are now flagged as 'workers' and their priority is now 1 (the lowest you can get), and since the aboms have such a high priority, they will get swarmed by all the knights and footmen, while the ghouls walk right past the human army without being targetted by any units. This can get them by almost any army to the caster hero/units in the back and slaughter them within a few seconds.

    Vorago
    A completely different kind of Buckethead
    posted 10-10-2002 10:53:09 AM
    I feel sorry for the Arch-Mage

    I mean, there is getting nerfed, and then there is being beaten down by 5 burly BLizzard employees armed with baseball bats

    All three damn skills, heh

    Thorns is now weaker in MOST cases

    There are still some where it is far better

    Gargoyles for one

    Len the Studious
    Pancake
    posted 10-10-2002 11:03:01 AM
    Blizzard is gimpzored. Ouuuch.
    Reynar
    Oldest Member
    Best Lap
    posted 10-10-2002 11:05:41 AM
    Arch mage is still uber. A little less powerful but you can still totally destroy another player with him if played right.

    Not bad changes overall, nice to see orc shamans with less atk. Probably see some real orc strategy now instead of everyone just going with mass shaman.

    "Give me control of a nation's money, and I care not who makes its laws."
    -Mayer Rothschild
    Vorago
    A completely different kind of Buckethead
    posted 10-10-2002 11:07:00 AM
    quote:
    Len the Studious had this to say about Matthew Broderick:
    Blizzard is gimpzored. Ouuuch.

    Not really, it still does the same damage

    You just need to aim it better

    The creep change is nice, FINALLY as undead I can just web the freakin' dragon and swarm it

    Mod
    Pancake
    posted 10-10-2002 11:31:53 AM
    Cyclone or Hunts should have taken a major hit imo.
    Life... is like a box of chocolates. A cheap, thoughtless, perfunctory gift that nobody ever asks for. Unreturnable, because all you get back is another box of chocolates. You're stuck with this undefinable whipped-mint crap that you mindlessly wolf down when there's nothing else left to eat. Sure, once in a while, there's a peanut butter cup, or an English toffee. But they're gone too fast, the taste is fleeting. So you end up with nothing but broken bits, filled with hardened jelly and teeth-crunching nuts, and if you're desperate enough to eat those, all you've got left is a... is an empty box... filled with useless, brown paper wrappers.
    Reynar
    Oldest Member
    Best Lap
    posted 10-10-2002 12:24:54 PM
    quote:
    Gevarien / Modrakien had this to say about Optimus Prime:
    Cyclone or Hunts should have taken a major hit imo.

    Hunts aren't that powerful really. Pretty easy to derail a mass huntress rush.

    "Give me control of a nation's money, and I care not who makes its laws."
    -Mayer Rothschild
    Mod
    Pancake
    posted 10-10-2002 12:46:10 PM
    quote:
    Reynar painfully thought these words up:
    Hunts aren't that powerful really. Pretty easy to derail a mass huntress rush.

    They're not the gods people make them out to be, but they are too good vs other tier one.

    Life... is like a box of chocolates. A cheap, thoughtless, perfunctory gift that nobody ever asks for. Unreturnable, because all you get back is another box of chocolates. You're stuck with this undefinable whipped-mint crap that you mindlessly wolf down when there's nothing else left to eat. Sure, once in a while, there's a peanut butter cup, or an English toffee. But they're gone too fast, the taste is fleeting. So you end up with nothing but broken bits, filled with hardened jelly and teeth-crunching nuts, and if you're desperate enough to eat those, all you've got left is a... is an empty box... filled with useless, brown paper wrappers.
    Reynar
    Oldest Member
    Best Lap
    posted 10-10-2002 12:56:20 PM
    quote:
    Gevarien / Modrakien got all f'ed up on Angel Dust and wrote:
    They're not the gods people make them out to be, but they are too good vs other tier one.

    I'd agree that they probably need a small reduction in their atk power. But it doesnt matter to me much either way, folks who go all huntresses get totally beat down =)

    "Give me control of a nation's money, and I care not who makes its laws."
    -Mayer Rothschild
    Vorago
    A completely different kind of Buckethead
    posted 10-10-2002 01:09:34 PM
    quote:
    Reynar obviously shouldn't have said:
    I'd agree that they probably need a small reduction in their atk power. But it doesnt matter to me much either way, folks who go all huntresses get totally beat down =)

    What I love more than anything else is beating a NE player that uses only Huntresses (Assuming I'm NE too) without using even a SINGLE one against him

    Makes for some good irony, beating the unit so many people claim is overpowered without even needing to use it

    Also good for 2vs2 games, heh

    Inferno and I played two players that only made mass huntresses, nothing else

    They did some damage, but every time they lost their heroes, and we didn't lose ours

    After the first big attack that failed they were screwed

    They quit before I could bring my Chimaeras into use though

    Reynar
    Oldest Member
    Best Lap
    posted 10-10-2002 01:13:47 PM
    quote:
    Vorago Model 2000 was programmed to say:
    What I love more than anything else is beating a NE player that uses only Huntresses (Assuming I'm NE too) without using even a SINGLE one against him

    Makes for some good irony, beating the unit so many people claim is overpowered without even needing to use it

    Also good for 2vs2 games, heh

    Inferno and I played two players that only made mass huntresses, nothing else

    They did some damage, but every time they lost their heroes, and we didn't lose ours

    After the first big attack that failed they were screwed

    They quit before I could bring my Chimaeras into use though



    Thats the real kicker, after they've invested so much in huntys, when the other guy brings out his knights, aboms etc, the person with all the hunts has a mass of useless units =)

    "Give me control of a nation's money, and I care not who makes its laws."
    -Mayer Rothschild
    Delphi Aegis
    Delphi. That's right. The oracle. Ask me anything. Anything about your underwear.
    posted 10-10-2002 01:13:52 PM
    So, does this mean that you can destroy an AI's main base, leave an peon, and he'll rebuild?

    YAY. I like having three level 10 heroes.

    Oh shi...
    what
    posted 10-10-2002 01:48:39 PM
    Shockwave is awesome now that you can have the chieften out as a viable first hero

    *Boom* 7 of your guys just took 75 damage at the beginning

    Oh shi...
    what
    posted 10-10-2002 01:56:27 PM
    Undocumented 1.03 Changes
    *Night Elf: Demon Hunter Mana Burn cooldown to 9 sec from 6 sec.
    *Night Elf: Huntress Sentinel now requires teir 2 to research.
    *Orc: Witch Doctor Healing Wards now have 5 hitpoints, down from
    200.

    http://forums.battle.net/war3-general/posts/sw/125650.shtml

    Mod
    Pancake
    posted 10-10-2002 02:00:11 PM
    I'm not talking about retards who mass pure hunts into the late game. Vamp / Aboms / Frenzy / necros for example will tear hunts a barn-sized new one.

    The problem is in the early game, when facing hunts with ghouls / grunts / foots on neutral ground. Either decrease their attack speed and hit points or reduce their build speed and push them to tier two.

    Life... is like a box of chocolates. A cheap, thoughtless, perfunctory gift that nobody ever asks for. Unreturnable, because all you get back is another box of chocolates. You're stuck with this undefinable whipped-mint crap that you mindlessly wolf down when there's nothing else left to eat. Sure, once in a while, there's a peanut butter cup, or an English toffee. But they're gone too fast, the taste is fleeting. So you end up with nothing but broken bits, filled with hardened jelly and teeth-crunching nuts, and if you're desperate enough to eat those, all you've got left is a... is an empty box... filled with useless, brown paper wrappers.
    Vorago
    A completely different kind of Buckethead
    posted 10-10-2002 02:10:03 PM
    quote:
    Gevarien / Modrakien had this to say about Robocop:
    I'm not talking about retards who mass pure hunts into the late game. Vamp / Aboms / Frenzy / necros for example will tear hunts a barn-sized new one.

    The problem is in the early game, when facing hunts with ghouls / grunts / foots on neutral ground. Either decrease their attack speed and hit points or reduce their build speed and push them to tier two.


    Even in early game with an opponent that went like double ancient of war and pumped them out like no tommorrow

    Unless the guy is grossly skilled at micromanagement... still not much of a problem, no more thanthat same opponent would be with any other race

    Reynar
    Oldest Member
    Best Lap
    posted 10-10-2002 02:11:11 PM
    quote:
    •Delidgamond• painfully thought these words up:
    Undocumented 1.03 Changes
    *Night Elf: Demon Hunter Mana Burn cooldown to 9 sec from 6 sec.
    *Night Elf: Huntress Sentinel now requires teir 2 to research.
    *Orc: Witch Doctor Healing Wards now have 5 hitpoints, down from
    200.

    http://forums.battle.net/war3-general/posts/sw/125650.shtml



    According to the dev team, healing wards wern't meant to be used in battle like they were. They wanted it to be easily counterable like sleep is with the DL.

    "Give me control of a nation's money, and I care not who makes its laws."
    -Mayer Rothschild
    Vorago
    A completely different kind of Buckethead
    posted 10-10-2002 02:13:02 PM
    quote:
    Reynar stopped beating up furries long enough to write:

    According to the dev team, healing wards wern't meant to be used in battle like they were. They wanted it to be easily counterable like sleep is with the DL.

    It just looks and FEELS like a midbattle spell

    It would be like the Priest's heal if it was changed to only work on units not currently attack an enemy

    It just wouldn't seem proper

    Oh well, they are still half decent

    Although with the GROSS changes to Stasis Trap, I'll probabaly just use Stasis over Healing

    They rock so much ass now

    [ 10-10-2002: Message edited by: Vorago ]

    Reynar
    Oldest Member
    Best Lap
    posted 10-10-2002 02:19:17 PM
    quote:
    Vorago got all f'ed up on Angel Dust and wrote:
    It just looks and FEELS like a midbattle spell

    It would be like the Priest's heal if it was changed to only work on units not currently attack an enemy

    It just wouldn't seem proper

    Oh well, they are still half decent

    Although with the GROSS changes to Stasis Trap, I'll probabaly just use Stasis over Healing

    They rock so much ass now



    It was slightly un-balancing though. Because for the other units, you needed to have 1 healer per unit. 1 priest or 1 druid could not heal everyone like a witch-doctor.

    It's still useful, just that people will have to be very careful where to park their wards at in battle.

    "Give me control of a nation's money, and I care not who makes its laws."
    -Mayer Rothschild
    Vorago
    A completely different kind of Buckethead
    posted 10-10-2002 02:23:53 PM
    quote:
    Reynar had this to say about Duck Tales:
    [QB]
    It was slightly un-balancing though. Because for the other units, you needed to have 1 healer per unit. 1 priest or 1 druid could not heal everyone like a witch-doctor.QB]

    And then all they needed was a single priest, or a single dryad, or a single shaman or a single wand of negation

    Led
    *kaboom*
    posted 10-10-2002 03:51:32 PM
    Shockwave aint the greatest skill to get for the Chieftain first. Get stomp. It still does decent damage to groups of creeps, but it is worth its weight in GOLD when you stun that prancing deer fucker and give him a texas beatdown after he tries to ensnare your peons
    Matilda Jane
    ph33r my MIRVs
    posted 10-10-2002 04:20:32 PM
    quote:
    Everyone wondered WTF when Vorago wrote:
    It just looks and FEELS like a midbattle spell.

    Seriously, that's what the AI always did. I got the idea from the creeps first.

    There was a signature here... it's gone now.
    Len the Studious
    Pancake
    posted 10-10-2002 04:23:02 PM
    quote:
    We were all impressed when Terena Azal wrote:
    Seriously, that's what the AI always did. I got the idea from the creeps first.

    I thought of it myself.

    HA. I am smarter than Terena Azal AND Vorago.

    I AM THE ULTIMATE STRATEGIST!

    I sux at WC3 :-((((

    Sentow, Maybe
    Pancake
    posted 10-10-2002 04:57:09 PM
    quote:
    Allied AI will ping the minimap to indicate where they are going to attack next.

    Holy crap! I'm going to go play some AI ally matches just to see that

    Once more into the breach, my friends, once more. We'll close the wall with our dead. In peace, nothing so becomes a man as modesty and humility, but when the blast of war blows in our ears, then imitate the action of the tiger, summon up the blood, disguise fair nature with rage and lend the eye a terrible aspect.
    Vorago
    A completely different kind of Buckethead
    posted 10-10-2002 06:25:42 PM
    quote:
    SuchiiMarine! said this about your mom:
    Shockwave aint the greatest skill to get for the Chieftain first. Get stomp. It still does decent damage to groups of creeps, but it is worth its weight in GOLD when you stun that prancing deer fucker and give him a texas beatdown after he tries to ensnare your peons

    I prefer the 'Ahahaha all of your archers are in the red and we haven't even FOUGHT yet!'

    Against undead I go Stomp though, because...
    A) People love ghouls
    B) People love swarming your hero with ghouls
    C) Ghouls don't live very long when you keep stunning them

    Against NE though, always shockwave for me

    "Hit and run? Well... OUT RUN THIS!"

    Led
    *kaboom*
    posted 10-10-2002 06:30:52 PM
    Also, shockwave murders necros. It pretty much one shots them 200 damage, and light armor takes 50% more damage. Necros have only 300 hp

    Have not lost to a necro rusher in a long, long time hehe

    Vorago
    A completely different kind of Buckethead
    posted 10-10-2002 06:35:48 PM
    quote:
    This one time, at SuchiiMarine! camp:
    Also, shockwave murders necros. It pretty much one shots them 200 damage, and light armor takes 50% more damage. Necros have only 300 hp :>

    Have not lost to a necro rusher in a long, long time hehe


    Attack Type vs. Armor Type Chart

    ------ Small Medium --Large -Fort -Hero
    Normal 150% 100% --100% -50% 100%
    Pierce 75% -100% --150% -35% 50%
    Siege -50% -100% --100% 150% 50%
    Spells 100% 100% --100% 100% 75%

    Light(small) armour only takes 50% more from normal damage, not spell damage

    But Shockwave still really messed necros up

    Toss on some lightning shields for even more fun

    "Dance necros DANCE!"

    [ 10-10-2002: Message edited by: Vorago ]

    Oh shi...
    what
    posted 10-10-2002 06:36:51 PM
    225 damage
    All times are US/Eastern
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