the help manual in game says 24, but that is often misleading, i'm testing it out should know tomorrow
the help manual in game says 24, but that is often misleading, i'm testing it out should know tomorrow
I am the only person that absolutely hates how poison / confuse bombs ruin the games attack score scaling and ability for people to just easily wipe high lvl land / towers with extremely low MC. The only expense is synth abilities... No time needed to build large armies or large pools of resources.
Anyone find the answer to this yet? If enemy already has quick shift and rapid shift, will rapid trick do:
1. negate only rapid shift
2. negate only quick shift
3. negate both rapid shift and quick shift with 1 casting of rapid trick
I hope it is #1 or #2, so rapid trick is not overpowered.
I could be wrong here, but I think you're comparing apples and oranges and that's why you're confused.
1) speed determines what spell is cast last. The greater the speed, the more likely hood your spell will be cast last
2) rapid shift/trick apply some kind of effect that effects the order of how a unit attacks - it does not effect speed.
So, if an enemy player has both quick and rapid shift. Quick shift would effect their speed, so (now here's where I assume), they have a greater chance of having rapid shift take effect last. So when you cast rapid trick and you're slower, their rapid shift will override your rapid trick completely and they will attack first. And if you're STILL faster after their quick shift, then your rapid trick is applied last, overriding (I assume again) their rapid shift.
Again, this is a hypothesis based on what I've picked up so far.
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Rapid trick has two effects now that are determined independent of each other.
1. It negates Rapid Shift
2. It lowers speed
One can work when the other fails, like it can reduce the speed of a mob but fail to negate rapid shift.. On the same mob. Kinda like valiant shift, etc.
Kinda overpowered. Should have made a separate quick trick IMO. But hey, my bat groups are happy!
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