Maul is a Bit Too Good

So I just saw a bear hit on -75% (five extra hits).  Across three turns it attacked 13 times.  Six attacks, four attacks, three attacks.

Can we maybe cap it at 3-4 extra attacks?  Because this is silly enough to where I might mod it out.

 

 

7,713 views 9 replies
Reply #1 Top


I agree, that is why I made a modification of the maul ability. Given an attack of roughly 30 it will stop after about 10 hits (most likely sooner). It will even stop if the person is prone, giving you a blocked message.

https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/LH%20Mods/MaulChange/MaulChange.zip

Put this in the mod directory and you will still have a less powerful (and probably more appropriate) maul.

Reply #2 Top

I was looking at that mod last night, Parrotmath, and I wasn't exactly sure what it did.  The description seems to indicate a drop in 10+10 (20%) accuracy per hit?

Can you elaborate a bit on it?

 

Thanks!

Reply #3 Top

So I altered the mod slightly. It will take 10% of the units accuracy and reduce the accuracy by 10 more than that. This reduces the accuracy to actually go negative.

On top of this it will take the units attack and reduce it by 10% each strike (+1 to ensure that it goes negative) Once the attack is negative the opponent will block the attack and the maul will stop.

Reply #4 Top

Fantastic work, Parrotmath.  I don't really want them to take Maul out, but I'd like it to be a little bit less obnoxious.  This is exactly what I was looking for.  A toned down version. 

I really enjoy many of your mods.  Keep up the good work!

 

Reply #5 Top


Thanks I've updated the maul to reduce the attack by 10% + 2, also it will deal with each special attack separately and reduce them differently and stop reducing by -2 when negative.

With an attack of 30 it is still possible, but unlikely the attack will last 10 rounds.

Reply #6 Top

Thanks for taking a look.  I like the concept of Maul, it makes things dangerous.  But being able to nearly one-shot people based on luck is kind of silly at times.

Reply #7 Top

Quoting Ishantil, reply 6
Thanks for taking a look.  I like the concept of Maul, it makes things dangerous.  But being able to nearly one-shot people based on luck is kind of silly at times.
End of Ishantil's quote

I agree, and if you want Maul to last shorter for yourself, go ahead and change the -10 on accuracy to -20, that will remove roughly 30% accuracy each round and limit that accuracy down to roughly 4 rounds. (At present it is roughly 6 rounds for accuracy)

If you want it to stop increase the attack stat on Piercing from 2 to say 4, then an attack of 30 will last roughly 4 rounds as well. I feel that it is pretty well balanced right now, for the intent of the maul. Most of my maul attacks last roughly 2 - 3 rounds at present conditions.

Reply #8 Top

That is how it should be.  Six attacks is ridiculous.  I'll install it and take a look what you have. 

Reply #9 Top

With the Lucky faction trait and a high-level Commander in the army, I've gotten strings of 15 attacks out of my tamed Cave Bears before.  I throw Tutelage on those bears just so they'll get the level bonus to accuracy.  So, yeah, I'll be installing this mod as well.  I like playing as a Beastmaster, but without this mod, the bears alone make it OP.