Instead of hoping for value on missed shots you should instead be going for shots that are likely to hit in the first place. Many of your early game team is likely destined for Nimble so Dodge will still be useable later. For sake of simplicity we are going to say that our Chosen rolled 80(middle) on his HP damage roll and 90(max) on his armor damage roll. A scattered shot also does 25% less damage to the new tile/target. Killing an enemy by Ignoring their armor is a lot stronger than having to wear down their armor first. Resilient can help in these fights, and Shellshocked starts at only -5% instead of -15%. For the bulk of your front liners you are choosing between two builds with very similar stat requirements (100 HP after colossus, 105+ fatigue, 45+ resolve). Because Nimble gets huge mitigation to HP damage taken it is capable of face tanking with its HP stat. So rather than thinking you need to be leveling INI to gain Dodge value, what you should be looking at is your base INI stat, where it lands after gear, and how fast you are going to accumulate Fatigue. WarbowsThe community seems to like Overwhelm archery but it has some problems. Personally I take it on everyone now and recommend it at least on some builds, but I also played the game for over two years never using it at all. Gifted gives hp. Without B&B, the one-handed weapon and the Shield would probably have to be disposed of. Unlike Overwhelm Warbow, these debuffs will actually persist past the turn as well, and arent contingent on you outspeeding the enemy. I wrote this guide so that people would get all the necessary information to make educated decisions when selecting perks. At worst we get +10 RDF which is modest. 6AP 2Handers can try and take advantage by adding a 1Hander and QH to switch to on a turn where you want to Recover, provided that there is a kill set-up for you to take advantage of. Brow essentially increases your effective HP count, but only against headshots while Colossus increases your effective HP count against everything. Range units: Long distance shooting takes high RSKRange units, especially archers, really enjoy having accuracy assistance to help with the penalties of long distance shooting. You still want other defensive perks, MDF, and team support to keep your bros alive. Unique weapon logic is in play. The extra damage on headshot does not save it here. QH allows you to throw them more efficiently, but it does depend on your loadout. I highly doubt your brother has too much skill and if you have high defense then Gifted is even stronger, potentially extremely strong. QH is also a counter to opposing Disarms (Nomads/Beastmasters), as you can swap to an alternate weapon to use instead. Gash goes to 50% reduced injury threshold (from 33%). If we talk about stat scaling: 10 HP gives around 7.5% increased EHP vs threatening enemies. Early injuries are betterCS makes you more likely to land injuries on armored/Nimble targets which might otherwise avoid injury on early hits. Chosen calc reference, Crippling Strikes Added two bullets in Mechanics Added CS usefulness against Nimble enemies Updated Shamshir Use Case, Colossus Added note on Forge section regarding Adrenaline/Indom nerfs Updated enemy units with Executioner, Nine Lives Added analysis on new BD buffs, Bags and Belts Added mentions of new grenades, Pathfinder Added new terrain types Trimmed some content in the main section Added note about enemy units with Pathfinder Added Use Cases about camps, Adrenaline, and the Library, Adrenaline Revised Discussion section considerably as much of it was about describing the cycle Revised some Use Cases Added a few more Use Cases, Recover Removed reference to Adrenaline cycle, Student Added Manhunter origin Mechanics, Executioner Slight edits regarding new enemies, Bullseye Added Handgonne mechanics Fixed an error in the Hexe Use Case Added Anti-Gunner into Use Cases, Dodge Added points about Nomads/Distracted and Gunners, Fortified Mind Added Banner/Lionheart mechanics Revised main section slightly Added Fearsome Use Case, Resilient Removed reference to Adrenaline cycle Split Discussion section into two pieces and added a bit Added Relentless Use Case, Steel Brow Updated calculation reference link Mentioned Assassin armor set in Nimble section, Quick Hands Added mention of 2H Mace into Qatal, Gifted Edited comparison to Mind/Brawny slightly, Backstabber Added note on Manhunter origin Updated surround mechanics as per stunned/ranged enemies change, Anticipation Added some Mechanics Added/revised some Use Cases Revised some content as per the new 10 RDF minimum effect, Shield Expert Slight edits, mentioned Blacksmith Retinue member, Brawny Revised example numbers and expected value as per change to 30% Removed or revised references to Adrenaline cycle, Relentless Added new sections regarding the change to negate the wait penalty, Rotation Mentioned Smoke Bombs in the Use Cases, Rally the Troops AP changed to 5 Added Alp, Pathfinder, and Fearsome Use Cases, Weapon Masteries Added new weapon skills introduced in Blazing Deserts Added related discussion to new BD weapons Added Sword Mastery effect on Gash, Reach Advantage Removed references to the Adrenaline cycle, Overwhelm Minor edits, added Arena Use Case, Lone Wolf Added some Mechanics Trimmed main section and some slight edits Revised most existing Use Cases somewhat Added several more Use Cases, Footwork Added kiting Use Case Added Anti-Mortar Use Case Mentioned overlap with Smoke Bombs, Berserk Removed reference to Adrenaline cycle, Head Hunter Revised almost entirely as per the new effect, Nimble Updated calculations and references as per calculator changes Updated Nimble weaknesses in the Discussion section Edited Use Cases with new armor and attachments, Battle Forged Updated calculations as per calculator changes Added 350/350 calculation to show famed armor value Removed refences to Adrenaline cycle, Fearsome Revised almost entirely as per the new effect, Duelist Updated Duelists vs. How valuable is more FAT for this bro?It isnt all that uncommon to see people in the community claim that Brawny is an auto-pick for Forge units and I think that this is shortsighted. 120/95: Shorthand for armor line. palmetto primary care patient portal login; css horizontal scroll bar not showing; sapphire foxx tg. Any bro who wants more statsReally. This guide is not a min-maxers guide on how to beat the legendary locations really fast or how to create a company of super soldiers. If you are bringing a super tank as a core piece of your Monolith strategy then Mind can be helpful due to being surrounded by a large number of Ancient Dead being a quick path to Fleeing even with the Undead Trinket to protect from the Priests. Taunt is another control tool for our arsenal. Frenzy is good in these fights. The Smoke grenade makes Rotation/FW a bit worse. Dont have your 70 HP, 3 RDF Nimble archer stand out in the open against 12 Ambushers. Two-Handers: CS value depends on weapon choiceFor the most part CS is wasted on two-handers unless you are trying to Injure Unholds, Orc Warriors, Chosen, or Nimble enemies. If you are in contact with a Chosen then you can FW back, throw a Javelin at him, and then move 1 tile back (Pathfinder recommended) for 9AP. Legacy info and Blazing Deserts buffsFearsome was historically a weak perk, but received two changes in BD that addressed two of its biggest problems. Goblin City: Multiple Shamans means Flies are more likely, and Ambushers will wear you downWith multiple Shamans it is far more likely than usual that they will cast Swarm of Flies onto you which can take a brother out of the fight for three turns, if it doesnt outright get him killed. This also works on flat forest/snow/desert/mud allowing you to move for 3 Fatigue and swing for 12. Finally, your back line is unlikely going to take any significant damage in a fight. The problem with Anticipation is that enemies arent stupid. 6.4% Death in 2. Gunners make for one of the better Bullseye targets. There is a total of 7 Perk rows. To illustrate, the following are some example bros vs. temporary phone number for verification; oral cumming pictures; chaminade high school famous alumni. Lastly, with a good understanding of the game and how to properly position your team and formation, you often dont need Rotation at all. Heavy armored characters usually go late if not last in the turn order. This is a long commitment to make for your Spetum bro so the extra Reach defense can be appreciated if multiple enemies manage to get through. The other secondary effects of Mastery range from not very relevant to extremely good, so some Masteries are more impactful than others. For Clubfooted, they cancel out on flat normal tiles, and on other terrain types the combination is still better than a non-Pathfinder normal unit. However, those stats dont make your bro un-killable which presents a bit of a problem, because if hes off Lone Wolfing and gets into trouble then he is very hard to save. Every single fight can be beaten without using Forge. Spamming these skills will likely need Recover to support it. Out of all of the factions, Fearsome works best here, and is great in Sea of Tents battles. 60 minimum, 70+ before LW is recommended which usually means that you are going to have to pick up Mind. Destroy Armor is usually bad on Duelist Hammer because it fixes the hp damage dealt to 10. Noble SwordDuelist Sword is one of the weaker picks you can do for your Duelist due to the low Ignore% and low armor damage. If you have dedicated Mace units for this job then they might appreciate having Mind to make sure that they dont get hit by Charm themselves. This is especially troublesome for your Goblin Trophy user as he is immune to Vines/Nets but not the Flies, so if you wanted him to go hunt the Shamans he is going to want Resilient or else get ruined by Flies. Although the effect is good, Overwhelm can be awkward, and theres some issues to be aware of. Two-Handers with mastery can move & attack even when capped on FatigueUsing a two-handed weapon single target attack with mastery costs 12 FAT. No attachment.ArmorBaseForgeDiff.Diff.%210/2105.486.080.611%250/2506.387.310.9315%300/3007.589.071.4920%300/3207.959.61.6521%350/3508.8111.052.2425%. FA helps average recruitsIt is a common sentiment in the community that any bro who might want FA should just be fired and a better bro found, but this misses the point. Increases Crossbow Ignore% stat by 20% additive. Whether for damage or stat calculations, decimals always round down. Pure weapon throwers may need Bags for really long fights where fifteen throwing weapons might not be enough for various reasons (lack of heavy throwing weapons, of the Duelist perk, of damage dealers in the team). Dragon Quest : L'Odysse du roi maudit. Non-Fleeing brothers face a distance penalty of 10 per tile, which can make it somewhat unreliable trying to raise Wavering brothers 3 or 4 tiles away. Misconception Executioner is needed to capitalize on CSNo. The Flail can also be used to setup much more powerful weapons with HH stacks. Relentless negates this issue. If your bro is missing his attacks then Reach is not helping you. So the idea is to send your Resilient bro(s) forward and let them take the Charms. Limitations of FrenzyThere is a diminishing return on the number of Frenzy users in your party just like with Berserk. If they've got the Fat to wear whatever 200/200+ armor I've got, BF. So with little or no investment into HP Colossus is already outpacing the other raw stat boosting perks in terms of raw numbers. You have a lot of cheap and weak bros who cant hit anything, have no defense, and dont have enough durability to take hits to begin with. It is good in the other fights as well with the exception if Ijirok where it is useless. Anti-Serpents: Defend against their core strategySerpents want to grab bros and pull them into bad surrounded positions. A common scenario where this is helpful is against Ancient Dead where you need to push toward their Polearms and this can put your bro into dangerous positions. This removes 9Ls old weakness to Cleaver enemies. DEF stacking: LW multiplies lastLW can achieve crazy defense scores because it boosts after Shield Expert, shields, Dodge, Reach, etc. This caps at 100 RES. Dodge supportYou certainly do not need Resilient to make use of Dodge, but there are a number of status effects (Stagger/Daze/Poison/Flies/Distracted/Shellshocked/Withered) that will reduce your Initiative and kill your Dodge value. Most two-handers or good Duelist options already injure most enemies, or will kill them in a few hits regardless. Lets address the negatives before we get to the positives. Recover if needed. Gain an additional stacking +10% chance to hit with each attack that misses an opponent. However, the activation cost may be prohibitive to your bros build, and you may need to seek more passive means of protection. Mind does boost the gain provided by Resolve trinkets, Lionheart Potions (for tough fights), and the Banner, so keep that in mind when you are evaluating it. Legendary locations feature long battlesThe legendary locations are long fights that will test your endurance. Stack is removed whether you hit or miss. Turn order: Faster bros with CS can setup slower brosYou dont actually need to have high Initiative per say, but any Nimble bro with CS can tag an enemy with an injury that Forge units with Executioner can take advantage of later in the turn order. + Provides a ton of MDF, which is highly valuable+ Very strong on builds with low Fatigue generation+ Better in the early, more dangerous parts of fights Benefits slightly from INI investment, but does not require it Value drops during the fight Poor on heavy armor and/or Fatigue guzzlers Vulnerable to drop-off from various status effects that lower INI, Value depends on current INI, not starting/max INI Current INI updates in real-time as you accumulate FAT during the battle Heavier armor/weapons reduces your starting INI Using the wait command reduces INI by 25% next turn but this is only for turn order and does not factor into Dodge in any way Debuffs like Stagger/Daze/Distracted/Nets/etc. If you have a good understanding of positioning and how the AI works then you can skip on FW for better perks. So it is hard to actually benefit from high RDF, unless the opponent targeting behavior can be predicted and somewhat controlled. BowsUsing QH just to swap arrow stacks is a very poor use of a perk point. There are a number of ways to control this. So 60 base HP gets +15 and 63 base HP also gets +15 Higher maximum HP makes you more resistant to injuries Updates along with maximum HP (also influenced by injuries and traits like Fat or Old). Indom is not a passive effect and expensive to spamOf course, the downside to Indom is that it is not a passive effect. Injuries can also disable or at least severely handicap a character for several days. Easy pickup here. As brothers we fight. So if you have 80 accumulated FAT, you only lose 40 INI instead of 80. Does not reduce the INI cost of equipping armor/weapons. Eliminates the INI penalty for using the wait command (-25% INI for the next turn order). Cleavers can sometimes out damage here with Decapitate, but that requires some setup and extra FAT. 2H Mace or other single target strikes: Not as good for ReachAlthough not the greatest for gaining Reach value, defense is still highly valuable. You dont want to half your damage output, right? Crossbow is the same except every other turn you will have to only attack once and spend the other AP reloading. The trick then is getting the Hexe to target your Resilient bro(s) instead of your other bros. Combined with higher innate Ignore% weapons like Mace and Hammer you can get very high armor ignoring damage, enough so that you will very often kill enemies before their armor is destroyed, similar to other high Ignore% weapons like 2H Mace and Xbows. Even high SKL bros can benefit from accuracy perks, but lower SKL bros will benefit more. Archers & Throwers Base ammunition should sufficeSome players favor Bags on archers. The softcap only slows this down by a little. A 50 RES bro (with no adjacency modifiers or Banner) will have a 65% chance to drop morale on Horrify and a 55% chance of getting stunned (checks rolled separately). Rotation allows you to swap with NPC units, so that dumb Billman who jumped into the frontline can be saved (if you want), or that Footman trying to steal your Knight kill can be removed. amazing. Recall that melee defense has increasing returns (see Game Mechanics), and Shield Expert + Heater Shield makes it very easy to achieve high defense scores. Better not to give them that boost. Misconception Brawny is an auto-pick for heavy armor usersNo, decide for yourself if the FAT gain is worth the perk cost. You can combine this with other debuff skills like Stagger/Daze, or just use it on a fast Warhammer guy (as an example) who Batters down armor for other bros while applying Overwhelms. Smoke bombs steal some of Rotations thunderThe Smoke bombs introduced in BD can allow any QH user to save an endangered bro with a well timed Smoke. If your FAT is capped out then you will not be able to attack with your Berserk AP. I explained this above. How useful Relentless is here is dependent on how fast you gain FAT and which enemies you are trying to outspeed. 'High HP Low Fatigue' means you level fatigue. Fleeing brothers ignore the distance penalty. If you are using Overwhelm, it requires you to not kill your target to get value, so its value condition is opposite of Frenzy giving them poor synergy if used together. Single target 2Hander (not 2H Cleaver): High damage, low FAT costSingle target 2Hander has the best damage per Fatigue spent ratio in the game. You appear to have crafted Cheese at the Taxidermist. The best weapons to use HH are going to be those with high armor ignoring damage (AID). Nimble builds can take Relentless if they want INI support, and Gifted if they just want more stats. Reach Advantage is +5 per hit but worth nothing if you miss. Unlike the early game however, the Arena can feature some highly dangerous enemies. Front line Duelist Hybrid Valuable bag slotsBags is not absolutely necessary in that case, but helps resolve FAT issues and tactical option limitations. DoT effects like bleeds from Cleavers and Webknecht poison deal fixed HP damage over a certain amount of turns. However, the gains compared to non-Brow 40% Nimble lines are not especially high, so the perk point might be better off spent elsewhere. Puncture builds also tend to spend a lot of time using Recover, so Executioner can make more sense than Berserk/Frenzy here. Dagger Puncture: Injure almost everything consistentlyBecause it completely ignores armor, Puncture is a great way to set up injuries and with CS you can injure just about everything in the game, even Orc Warriors. These backgrounds combined with Dodge can reach high defense scores at a low level. How much you care about Recover is going to depend a lot on your builds and playstyle. This is because you subtract one AP for the biome and also cancel the elevation change cost, making Pathfinder particularly useful in Hill/Snow maps. BannermanYour Bannerman should be leveling RES every level and using buffs like Mind/Gifted, and the Sash. NimbleForge Meme or supreme?Given that both Nimble and Forge power relies on extreme specialization, using them in conjunction rarely makes sense. Thats comparable to Brawny with two more bag slots on top. Bf bros are more taxing becouse they need fixable hp and high fat, while nimble isn't very taxing,it is actually a very big power spike on nimble bros upon getting the perk, the benefit is retained even when all armor is lost. A small benefit that is certainly weaker than taking a real perk in its place. For example, with an 80 FAT pool fully filled Relentless will save you 40 INI which translates to 6 defense from Dodge. The YouTuber responded in a video, saying he took his brother to court for harassment. Therefore, you dont have to compare it to other perks except in the short term, but that short term cannot be fully ignored. Brute does however lower your skill, and that can be a good point in favor of Flail. HybridsHybrids want to be able to use melee and ranged weapons at the same time depending on need and want to be able to switch between them freely in order to do this job well. There are other enemies like Unholds, Wolfriders, and Necrosavants that could potentially reach your vulnerable units, but there are means to control these enemies as well and you shouldnt even have archers deployed against Necrosavants. It is more helpful against the most dangerous attacks in the game, and that is highly appreciated. Even with both low or average HP and FAT, Nimble can still make sense. If you are spamming Indomitable then raising your HP becomes a lot less meaningful due to the way Indom works in the damage calculation (see the Indom section). Low AID Duelists like Swords should not use HH. A healthy HP count, AFP, and even Brow if you are worried can all help a bro survive a few more hits, as can debuffs like Daze on enemies. To illustrate the danger low HP Forge units can find themselves in, please refer to the following table. An unassuming bro with FA, Gifted, and Backstabber can be viable through end game. Due to the damage formula, Nimble can even beat Colossus around 85% Nimble. Changing height levels also has no additional AP cost anymore. With Nimble, enemy ranged units should never be a threat to you (unless you go stand out in the open for multiple turns in a row for some reason). As the lengthy mechanics might suggest, Taunt is a perk that will take some practice to get the hang of. Having a few Indom tanks is recommended against Wurms. A kill increases all damage by 25% for 2 turns. You should not skip Crossbow Mastery. If you are wondering about Brute, it is only ever so slightly more useful on Flail Duelists than on other Duelists, so Brute alone shouldnt necessarily make you think you should use Flail. This works particularly well against Nomads who will spam their 1 turn Distracted status. Even if you miss your Stun you can use wait turn and theres a pretty good chance the Hexe will go for you since you are right next to her. Backliners have an easier time leveling INIT and picking up support perks due to being in less danger. Taking Taunt on a skilled unit doesnt make much sense because you could be spending your time killing instead of Taunting. Resilient is the best counter to some dangerous effectsThe main draw of Resilient is of course the reduced Charm duration. The damage potential here is lower than the old Indom 2Handers. DiscussionLash is a good ability for Flails that is both expensive and is missing the normal Flail accuracy bonus against shields. Note: Indom multiplier for Forge/Nimble does not always equal x3.6 or x2.3, it depends on the enemy/scenario. Dragon Quest V : La Fiance cleste. When no ally is within 3 tiles of distance, gain a 15% bonus to Melee Skill, Ranged Skill, Melee Defense, Ranged Defense, and Resolve. Position your LW accordingly on the left if he is to deal with that, or the right if he should be away. Pathfinder makes a huge difference in annoying terrainRefer to the chart in the Mechanics section to see how Pathfinder effects movement values. Having your slower range units with Executioner to capitalize on injuries dealt by the archer in front of him is a good way to get value. I encourage you to check the Game Mechanics section as I reference it a number of times throughout the guide. If you plan on fighting the Kraken then Pathfinder is recommended. As an accuracy perk, FA often gets compared against Gifted and Backstabber. Reason 1 is that going Colossus and pumping hp early makes the early game easier. Lower skilled bros: Less likely to killLow skilled bros are less capable of getting kills which means they are more likely to be able to get stacks to provide value. The short answer is that both are strong and you should use some of each. Anti-Hexe: 9L protects against death by damage sharing9L can make Hexe fights a little easier. Compared to heavy armor/Forge, Nimble is weak to spam damage, DoT, Split Man and FearsomeRepeated weak attacks being more common than single heavy ones, Nimble tends to be, on average, slightly less durable than 300/300 Forge. Test example of Duelist impactThe following is a test of Winged Mace vs. 30 enemies and adding the total mean hits to kill each enemy. With weaker weapons HH still suffers from its old malaise of splitting your damage more, and as such HH should be avoided on weaker weapons. 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