[Bug 1.01] Crushing blow doing 0 damage against creatures immune to magic
It looks like crushing blow (and perhaps other skills) are now doing 0 damage against magic immune creatures.
Are skills/abilities being categorized as magic now?
It looks like crushing blow (and perhaps other skills) are now doing 0 damage against magic immune creatures.
Are skills/abilities being categorized as magic now?
wasn;t it always this way? i agree that it's illogical though. creaures with magic immune are also immune to skills, including webs, double attack, gambler strike, crushing blow, etc. it doesn't make sense.
individual skills need some kind of internal differentiation between physical ones (double strike) and magical ones (coal stones, fire breath)
It was the same in 1.00, think it should be fixed...
Abilities need to be split up into spell-like abilities and mundane abilities. This would reduce or eliminate some of this nonsense.
[Facepalm] and also, critical chance still affects spells.
Bow attacks are spells. If you disable critical hits for spells, bows will also be affected. Same with mage staves.
I posted a similar bug with double strike and stun, Kael said it's fixed for the next patch.
Why not? Isn't the whole point of a critical hit that your attack strikes a particularly sensitive spot on the enemy (kick in the crotch). I think a fireball to the crotch would be significantly more damaging than a fireball to, say the shoulder.
Why not? Because critical chance is associated with physical agility in skill descriptions all across the board. That's why. Because best mage = assassin is a crappy game design. That's why.
But, bows, spells and abilities = magic = STOOOOOPID! I cannot even believe it.
I don't follow. All across what board?
Clearly you have some hangup based on the rules of some other game that says that mages cannot (and must not) be assassins. But just because some other game treats physical agility as distinct from magical ability doesn't necessarily mean anything in FE. Not the least reason being that physical agility isn't an actual stat in FE.
I agree with sweatyboatman here. I guess the knowledge and skills of an assassin regarding good time & place to strike also enables him to time & aim his spells better. Besides, being the best mage requires more than just critical hit chance, therefore assassins are not de facto best mages.
Indeed. Assassins are most definitely not the best mages. Mages happen to be the best mages. The combination of Sustained high damage and low spell cost beats the crits by a country mile.
I just like how you cast spells quicker, and crit more often with your spells, if you have a dagger in your hand...
I do believe Derek posted something about looking on the magic immunity of the obsidian golems though, but don't take my word for it.
~ K
Fixed, thanks.
Are you serious ? I mean, it's nonsense to run faster and cast spells faster if you have a dagger in hand, rather than a club or .. nothing !
omg yay ![]()
Maybe it makes your champion feel more secure knowing they have a good blade in their hand. The added confidence makes them hesitate less and therefore move quicker and cast spells faster.
It doesn't really matter, IMO; daggers do +inititative, that's their bonus in the game. Swords, Axes, Spears, Clubs all have their distinct bonuses and drawbacks.
Every special ability fails against magic immune creatures. Snake special bit fails, thrown daggers fail, every special ability fails. I don't think they take poison damage either but I can't recall.
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