[Guide] Map / Strategy Battle skill info?
- kenshindono
- Posts: 270
- Joined: Mon Jan 02, 2006 3:10 pm
- Location: California
[Guide] Map / Strategy Battle skill info?
i could have sworn i found a list here before on what the skills in strat battles do, but for some reason i cant find it. Anyone know where theres one? The game only tells you what they do pre battle if you have them in an active party, not a list of what they all do
-
- Posts: 87
- Joined: Mon Sep 12, 2005 9:01 pm
I'm trying to recite them from memory, so bear with me ...
Map-based
EDIT: Updated.
EDIT #2: Updated a little more.
Map-based
- Recover - 50% mHP recover
Thunder - 40% of enemy's mHP is calculated as damage
Barrage - Long-range attack
Flowing - Full HP recover
Dawn - Calculates 20% of enemies' mHP as damage, recover 50% mHP of all allied units within range.
Catapult - Long-range attack
Star - 30% of enemies' (within range) mHP is calculated as damage
- Charge - 20% of enemy's mHP is inflicted as damage (like other command skills, your unit takes no damage)
Rage - 40% of enemy's current HP is inflicted as damage. Note: it will never destroy a unit
Cyclone - Calculates 30% of enemy's mHP as damage, recover 50% mHP.
Mother Earth - Hit for 40% of mHP as damage.
Gnaw - DEF-10, ships only
Ambush - Free Attack (no HP loss)
- Frenzy - ATK+5, DEF+5, SPD+1
Weakness - Enemy's DEF-5
Muddle - Enemy's ATK-5
Rest - 1HP every 3 secs.
Relief - 10HP after battle, if unit not eliminated
Fortify - DEF+5
Nourish - 3HP every 10 secs.
Rumors - Enemy's ATK-10
Balance - "equalize" damage values ... not sure what that means
Survival - DEF goes up as HP goes down
Extra - Adds +1 to the Special Skill
Morale - +5 attack
EDIT: Updated.
EDIT #2: Updated a little more.
Last edited by Eyedol on Fri Apr 14, 2006 2:13 pm, edited 3 times in total.
-
- Global Admin
- Posts: 6252
- Joined: Wed Jun 30, 2004 3:29 pm
-
- Posts: 359
- Joined: Fri Jun 25, 2004 2:15 pm
- Location: Huanan's Keep, Tinto Republic
Rage takes out 40% of the enemy's TOTAL REMAINING HP. So as you can see, it's good as a first attack (Especially against the Queen's Knights), but don't use it to try and kill off a unit, since they will likely live.
And I noticed that the Charge command (Damage equal to 20% of your total hp) does extra damage against infantry due to regiment advantage.
Barrage works similarly, but it's an actual long range archer attack. So that means it's super effective on Cavalry, normal damage to archers, and not very effective on infantry.
And as for Mother Earth, that's way too high, I believe. I think it's 30% or even 20%.
And I noticed that the Charge command (Damage equal to 20% of your total hp) does extra damage against infantry due to regiment advantage.
Barrage works similarly, but it's an actual long range archer attack. So that means it's super effective on Cavalry, normal damage to archers, and not very effective on infantry.
I swear I remember the recovery as 50% not 30.Cyclone - Calculates 20% of enemy's mHP as damage, recover 30% HP.
Mother Earth - Hit for 40% of mHP as damage.
And as for Mother Earth, that's way too high, I believe. I think it's 30% or even 20%.
http://www.suikox.com: Where the Tinto Republic continues to guide the masses through the sea of history.
- kenshindono
- Posts: 270
- Joined: Mon Jan 02, 2006 3:10 pm
- Location: California
-
- Posts: 359
- Joined: Fri Jun 25, 2004 2:15 pm
- Location: Huanan's Keep, Tinto Republic
I never tried out Chuck in battles just because no one else knows what it does either. "Stabilizes Damage values" . . . whatever.
If I had to guess, I believe that you would give and take a set amount of damage to every regiment regardless of regiment advantage/disadvantage. Don't quote me on that, though.
If I had to guess, I believe that you would give and take a set amount of damage to every regiment regardless of regiment advantage/disadvantage. Don't quote me on that, though.
http://www.suikox.com: Where the Tinto Republic continues to guide the masses through the sea of history.
-
- Posts: 29
- Joined: Tue Jan 25, 2005 4:06 pm
weakness is -5 enemy defenseEyedol wrote:I'm trying to recite them from memory, so bear with me ...
Map-basedBattle-based
- Recover - 50% HP recover
Thunder - 40% of enemy's mHP is calculated as damage
Barrage - Long-range attack
Flowing - Full HP recover
Dawn - Calculates 20% of enemies' mHP as damage, recover 50% HP of all allied units within range.
Catapult - Long-range attack
Star - 30% of enemies' (within range) mHP is calculated as damageSupport
- Charge - Free attack, no loss of HP
Rage - 40% of enemy's mHP is inflicted as damage.
Cyclone - Calculates 20% of enemy's mHP as damage, recover 30% HP.
Mother Earth - Hit for 40% of mHP as damage.
Gnaw - DEF-10, ships only
Ambush - Free Attack (no HP loss)EDIT: Updated.
- Frenzy - ATK+5, DEF+5, SPD+1
Weakness - Enemy's ATK-5
Muddle
Rest - 1HP every 3 secs.
Relief - 10HP after battle, if unit not eliminated
Fortify - DEF+5
Nourish - 3HP every 3secs.
Rumors - ATK-5
Balance - "equalize" damage values ... not sure what that means
Survival - DEF goes up as HP goes down
Extra - Adds +1 to the Special Skill
muddle is -5 enemy attack
rumors is -10 enemy attack
also, morale +5 attack
- kenshindono
- Posts: 270
- Joined: Mon Jan 02, 2006 3:10 pm
- Location: California
-
- Posts: 175
- Joined: Fri May 20, 2005 4:23 pm
It's all based on whether the skill is current HP or maximum HP. Rage is at its strongest when the unite is at full life, but gets weaker as their current HP drops. Cyclone on the other hand will do the same damage whether the unit is at full, half, or 1 hp.kenshindono wrote:if you use a rune archers skill like rage or something on a unit they're weak against (infiltry or something) does it do less dmg or is i t independant of unit str vs other units?
it seems to me that it does less dmg but im not quite sure
Rage cannot destroy a unit, whereas an ability with maximum hp % damage can, such as charge or cyclone.
-
- Posts: 359
- Joined: Fri Jun 25, 2004 2:15 pm
- Location: Huanan's Keep, Tinto Republic
In that case, probably not. Magic attacks have always been useful for me against Infantry types. I use them to blast Queen's Knight units before sending horsemen against them.
And as I pointed out before, Barrage is pretty much an Archer attack at long range. So while you won't take any damage, it's practically useless to use this against Infantry regiments. Use it to pick off Horsemen.
I figure this is why most of the Enemy Generals were Infantry in the first place. They didn't want players to abuse the strengths of the archers. *IMO the best Land type in this game* Cavalry is also few and far between in the earlier portions of the game.
Charge does extra damage if you have regiment advantage.
And as I pointed out before, Barrage is pretty much an Archer attack at long range. So while you won't take any damage, it's practically useless to use this against Infantry regiments. Use it to pick off Horsemen.
I figure this is why most of the Enemy Generals were Infantry in the first place. They didn't want players to abuse the strengths of the archers. *IMO the best Land type in this game* Cavalry is also few and far between in the earlier portions of the game.
Charge does extra damage if you have regiment advantage.
http://www.suikox.com: Where the Tinto Republic continues to guide the masses through the sea of history.