Essentially, it acts as a multiplier on total armor durability. Again, decide for your needs whether or not more accuracy is worth your perk slot in these cases or if you would rather have a different perk. With some INI investment and Relentless you can attempt to achieve a state of permanent Adrenaline. If you want to play it safe and/or struggle with Goblins then Anticipation can help. Dodge can admittedly help you avoid some opening shots by enemy range units, but usually enemy range units will target your frontliners instead. Mind only equals in value if you are at 48 or higher Resolve (after Banner buff). As an example, going off of the above scenario: Despite the softcap, raising defense is still yielding huge returns, and it continues to get stronger the higher you go. For example, a unit with 85 skill using a 2H Hammer is skilled enough that he can function well without Backstabber but not so skilled that Backstabber has become bad. Enemies have their respective perks/weapon skills in play. Lone Wolf: Underdog is an easy pickIf you are trying to Lone Wolf then you are very likely going to get surrounded by multiple foes and will very much appreciate having Underdogs defensive support. A couple of damage dealers doing this can make short work of whoever is unfortunate enough to be in their way. However, there is a specific use case for CS here and that is as an anti-Chosen mechanism. The single target attacks also do more base damage than the AoE attacks. Berserk synergy: Attack more2Handers can easily proc Berserk due to their high damage, and more attacks means more chances for Reach stacks. Some builds and weapons hardly accumulate Fatigue at all, allowing you to maintain high Dodge value easily. If you stay in formation you probably dont need Mind. QH allows you to throw them more efficiently, but it does depend on your loadout. Even talented bros will appreciate the bonus hit chance for increased consistency. With the lightest 300 famed armors Brawny value could be as low as 11 FAT, or only 2.75 levels worth. However you cannot gain more than one stack during the process regardless of when you gain it. The nice part about these Duelist options is that they deal consistently good damage without having to resort to special attacks or Orc penalties to do so. All forms of ranged units are very good at dealing damage and enjoy having Berserk, except for the Handgonne where the AP and targeting is clunky which can make it difficult to capitalize on Berserk gain. Is Gifted bad in the long-term?No. Older guides may recommend leveling RDF and taking Anticipation on the back line but this is outdated advice. Fencers do still want to invest in regular MDF in addition to their Dodge value. Those criteria are for good bros, the ones that can keep my company thriving into late game. Investing in Dagger Mastery (and even QH if you werent already using it for something else) is usually not worth the cost of a perk for a bit of extra damage when you arent getting a Berserk proc. Gifted for example gives 4 Fatigue + other stats. You can act first debuff free, wait, eat the sand, then get cleared of the status on your second pass and act freely again next turn. Misconception Gifted is only worth using on bad unitsNo. Lash and Hail also ignore the defense bonuses of shields. Misconception Dodge requires you to level Initiative to get good valueNo. Forge Brow only helps against specific enemies but it could be worth a look if you arent Indom spamming just because of how dangerous Chosen are. Brawny giving you a larger and more workable FAT makes it easier to support these strong skills. A unit with lower accuracy might be better off taking accuracy perks instead of Frenzy to improve his damage. 2H Hammer benefits more because of the AoE eating FAT and Stagger immediately updating the turn order. Of course you can use multiple stat boosters and a bro using Colossus, Mind, Gifted and Brawny is still completely viable despite a large perk investment into stat help, but if you are trying to get away with fewer stat boosting perks then Mind may not be giving you the highest returns compared to the others. The bonus goes to +10 when Shieldwalling and that is quite good, even if you probably wont be Shieldwalling all of the time unless it is a super tank build that never attacks. Your overconfidence will be your downfall.. Recover is a good pickup if you intend to spam, but may not be needed if you intend to just have Indom as insurance or an opener. HH can work here. Or you spend a turn repositioning to get 80% shots on the guy behind. If you are using Indom constantly then it becomes nearly useless as Indom often makes you take zero damage anyway, and your helmet will last twice as long. I mentioned 2Handers already but of course you can use it with Duelists as well (not Orc Duelists). Rotation can also help with mobility. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Against slow enemies like Ancient Dead/Orc Warriors you can easily out-speed them without any INI investment. Although this treads over Rotations niche to some degree, having some Rotations on the team is still a good idea. When they are covered you are better off shooting the guys in front of them so that you can free up a melee unit or dog to go pin them. Just like in the Colossus section, I am going to separate the discussion here based on whether you want to go Nimble or Forge. Scatter mechanics, and why they disfavor BullseyeOne defense people will give for Bullseye is that if you miss the intended target you have a good chance of hitting the guy in front of him so thats fine right? This is just about see what you can get a bro to with both nimble and BF. If you like a slower and more defensive team then Recover might be more useful for you. File Unit: Combat Area Casualties Current File, 6/8/1956 - 1/21/1998 in the Series: Records on Military Personnel Who Died, Were Missing in Action or Prisoners of War as a Result of the Vietnam War, created 1/20/1967 - 12/1998, documenting the period 6/8/1956 - 1/21/1998.- Record Group 330 (info) + Auto-pick on your Bannerman+ Helps against specific enemies like Hexe, Geists, Mortars, Priests, and Warlords+ Protects from stat loss via morale drops, and helps gain stats via Confident morale You can usually reach acceptable Resolve levels without Mind, Does not round, so you get +1 RES for every 4 points of real RES your bro has Ex. Are you really sure you want to be halving your accuracy?Lets start with cover mechanics and how they affect accuracy. There were a number of minor buffs to many perks. Using Colossus on top would still be good, just pointing out this interaction as Colossus is a good pick on Forge, so by extension if Nimble can be better then it is also a good pick. The longer answer is that there are pros and cons of each. Reduces Reload cost for Hangonne from 9AP to 6AP. as quickly as possible then Student will help you get there faster, but it will make you weaker in the short term. It is better to use the 320 piece if you dont mind the cost. The brothers end up with similar stat lines at level 11 and don't qualify for different builds. Its a good perk, potentially exceptional, but understand the pros and cons and make the choice that works best for your bro and needs. A non-dumb enemy will not jump into your Spearwall because you Taunted him Taunting a Billman 3 tiles away will not stop that Billman from just staying where he is right now and hitting somebody else if he is able to, but if the Billman has to move anyway then he will move toward and attack the Taunt user if there is space to do so If you Taunt a Schrat from one side but give him a nice juicy 3 bro line on the other side then the Schrat will ignore your Taunt and go for the juicy 3 hit attack Will cause Necrosavants to warp onto the Taunt user assuming other Savant AI factors do not outweigh the Taunt. Informacin detallada del sitio web y la empresa: barbali.ru Esclerose mltipla: como manter uma profisso e qualidade de vida injuries that debuff enemy FAT arent very impactful as most enemies recover 20+ per turn by default and have large pools. In the early game imo 80+% of your units should go Nimble. Caves of Qud Beginner Guide (Spoiler-free) . Compare to other perks where you always know what you are getting. The summary serves as a quick reference. Berserk can help your Recover turn be more efficient if you have it. At all times your Initiative is reduced only by 50% of your accumulated Fatigue, instead of all of it. Are two additional bag slots needed?Usually, the answer would be negative. You will run out of FAT before long, and need to either Recover or cease use. You pay up front (a perk point) in exchange for an insurance policy that only rewards you during a bad event (death). It also helps defend against enemies using Fearsome since it is actually a threat now. Gifted is worth 5 RES with Mind assumed, plus two other stats dependent on what your Bannerman needs. Therefore, Dodge protects you the most during the earlier and most dangerous part of the fight where all of the enemies are still alive. On bros with low Fatigue, Executioner like KF can make more sense than Berserk as the value is not contingent on having enough Fatigue to capitalize on Berserk. Increasing returns in reliabilityFrom the perspective of reliability, Skill (SKL) has increasing returns. The reason that Indom is so strong is because the reduction occurs early in the damage calculation rather than at the end. Recover support: Berserk into RecoverWith 4AP weapons you can nab a kill and then use the Berserk AP to user Recover, which is an excellent use of a turn if your FAT pool is capped out. Second being that morale drops with Fearsome were too unlikely to occur. While the value may be lost on weaker foes, it will help in harder battles (yep, Chosen). This isnt as strong as it sounds as by the time you can craft one of these youve likely already cleared the entire game. However it does have to compete with other valuable early game perks. Essentially, rather than thinking of FW as a panic button, you are thinking of it as a justification to hold your ground because you can always get out if needed. Dagger Puncture: Puncture doesnt get Double GripWhen building a Dagger bro who is going to be spamming Puncture, you can use a shield without any offensive penalty since Puncture cannot gain Double Grip effects anyway. For . You can also field frontliners who dont have Indom at all and they can do just fine with other defensive perks/measures and/or smart play. Depending on a bros role, he may prefer one of the other (or neither). This makes headshots weaker than expected, which disfavors Brow. Destroy/Demolish Armor deals 33% more damage against armor (multiplicative boost goes from 1.5x modifier to 2x modifier). Indomitable A protection against high AIDIndom is heavy armors best defense against its AID vulnerability. You can do this without Relentless as well, but it is hard to maintain the speed to pull this off without it (or Adrenaline) due to the wait INI penalty. You can of course use both. If your build wants to spam these skills then Dodge will not be as useful to you. If a Savant moves then he can only attack once so it is in your favor if they move around. The heavy injuries arent necessarily better than light injuries either so the higher likelihood to deal heavy injuries isnt necessarily an upside. This duration can be reduced with Resilient but the damage itself cannot be resisted by Nimble (only Indomitable). Low HP BF units don't perform very well in hard fights. Forge. Using the Wait command will incur a 25% Initiative penalty for determining turn order next turn. Characters with low FAT can still go heavy with single attack builds. Student can also help you rush to higher tier perks which can be more powerful than lower tier perks. You have to out-speed your opponentThis is not always a trivial task. Dagger specialist PuncturePuncture builds benefit a lot from Executioner since they can usually deal injuries on first hit and can attack three times per turn. You can deal injuries plenty enough without CS to make fine enough use of Executioner. Barbarians: They have a lot of RESReavers have 80 RES and Chosen have 90. Sure, let's walk through the correct answer (for front liners). Without Bags the duelist would be limited to two throwing weapon stacks and a melee option, or to one throwing weapon stack, a melee option, and a utility. 4AP attacks also have Berserk/Recover synergy if you use both of those. If your morale drops then youve basically negated your LW buff and if you drop to Fleeing then you are dead. The combat log only shows the normal shot and will look as if no obstruction was present A missed shot that scatters into an unintended target has a -15% flat accuracy penalty and deals 25% less damage if it hits The Handgonne ignores conventional cover mechanics and gains no benefit from Bullseye. The FAT benefit is usually a good enough reason to grab a Mastery by itself and I dont want to repeat that a dozen times. If you have a good understanding of positioning and how the AI works then you can skip on FW for better perks. Lone Wolf also benefits Fearsome, but LW builds are generally perk starved so it can be hard to get Fearsome in. Costs 5AP and 25 FAT and lasts until the start of your next turn Mitigates both HP and armor damage taken Stacks with other mitigation abilities like Nimble and Forge Halves the damage earlier in the damage formula, before mitigation from 10% of remaining armor and before the headshot bonus. Mastery CS Duelist Gash has a 25-100% chance to first hit injure a Chosen, depending on their armor. In loose ways Taunt is similar to a Stun. Hammer tends to tie or beat Mace against enemies with even somewhat low armor, but the Mace is a more balanced weapon overall. are slow and often bulky, meaning you can out-speed without INI investment and they may not die easily, removing several of Overwhelms problems. 30% injured by 3rd shot. The gains going from 210/210 to 300/300 are substantial (almost a one hit difference). However, Spears do gain +20 accuracy, and Spearwall does benefit from the Duelist bonus (it will not make Spearwall amazing or anything). However, there isnt really any unique synergy between Initiative and Duelists. HP damage received is reduced by 10% of remaining armor, so taking less armor damage will slightly reduce armor ignoring damage (AID). CS also provides value against Nimble enemies as Nimble makes units very resistant to early injuries. Another order based strategy would be to have your fastest Archer have Crippling to spread injuries around and your slower range units have Executioner to capitalize. Gash comes with +10% hit chance, and the cutting injury pool got buffed in BD, and is the best injury pool. You can also use Adrenaline to set up Overwhelm stacks, though the FAT cost of using Adrenaline is prohibitive to Overwhelm in later turns. For Goedendag, Mace Mastery will only effect Knock Out while Spear Mastery will only effect Thrust. You do not need to pump RES into your bro to get value here. As such, most weapons will have a Fearsome window where they can benefit from the perks first effect. GrenadesAcid, Holy Water, and the new bombs in Blazing Deserts. Again, some builds really want it, many dont need it. If you are going to die without Bullseye shooting the Necro multiple times then you should not be taking the fight to begin with. Misconception Nimble builds are worse than Forge buildsIt depends. We didnt take any damage at all! The author of this thread has indicated that this post answers the original topic. Lets address the negatives before we get to the positives. Subsequent changes will be detailed in the History section at the bottom of the guide. Weaker weapons are negatively impacted by having HH. On the flip side, you can use Relentless without using Dodge. If you want to use multiple weapons then QH is a good pickup. Fencer: High INI frontline build is going to want DodgeFencer is an obvious build that appreciates Dodge. Fatigue support and arrow diversionIf you want to be sure that someone is not going to get shot at then you can take Anticipation. Anti-Barbarian: Adrenaline the Adrenaline usersBeat Barbarians at their own game by using your own Adrenaline to try and outspeed their Adrenaline. This also applies to the additional defense bonus of the Shieldwall skill. One, you arent overly concerned with burst damage and give Bleeds time to tick. There is no need to unzip it. The Knock Back skill gains +15% chance to hit. Nimble Brow has some advantages compared to regular Nimble. Misconception Using Dodge means I dont have to level defenseNo. Is more Resolve better than a different stat booster?As a raw stat perk, Mind is going to have to be compared to the other raw stat perks. In my experience he doesnt need it and Ive run sub 60 FAT Banners. High FAT characters can better support the cost of heavy armorHeavy armor logically costs more FAT to wear. Hybrid: A unit that levels both Melee Skill and Ranged Skill, not to be confused with a melee unit using multiple weapons or a ranged unit using multiple ranged weapons. For the Hangonne, Mastery is needed if you want to make it even remotely useable more than once per battle. However, with Indebted capping at level 7, perks are at a premium, and the Whipped status already grants a large SKL bonus, making Backstabber harder to justify compared to other options. Polearm back liners also enjoy having a stronger melee weapon to swap into should they get jumped on by a flanking enemy or Orc Warrior. Namely, Resolve is a huge concern. Anticipation can let you get away with being less careful about your positioning. DiscussionDagger Mastery is one of the more impactful Masteries, allowing for potentially a 50% damage boost as well as the assorted mobility advantages of being able to attack for less AP. Not having to spend money on heavy armor means you have more money to spend on weapons, recruiting, or famed items. Instead, your archers should be mowing down the Hexes escort as everything besides Schrats that she can pair with are very vulnerable to Bows. Lash can also fish for the desirable Fractured Skull or Concussion injuries (CS would help here). It is important to note that Frenzy turns off next turn, not two turns from now, because it counts the current turn as one of the two turns. Accuracy is important and Backstabber offers the mostBackstabber is a solid perk because it is hard to have too much accuracy and compared to FA and Gifted, Backstabber can give the largest amount of skill. You should be using this perk if you are looking for survive-ability and your build allows for it to work for you. Even though heavy armor doesnt need Forge as much as light armor needs Nimble, and even though Forge does require at least heavy armor to start mattering, as a defense and survival oriented perk, Forge offers great value. Students only combat value is faster levels which means you get stat gains a little bit sooner. Legends Mod. Rotation can also work here. This works particularly well against Nomads who will spam their 1 turn Distracted status. Without good armor, BF underperforms Nimble, let alone Nimble Dodge. If you have FW then it puts less burden on your teammates to solve your problems which can be valuable. It also works great against Unholds, as Double Gripped it reliably injures unarmored Frost Unholds (600 HP). One scenario where you may want to use Shieldbash is to knock a guy off of a high ground tile so that you can take it for yourself. They also suffer -3 Resolve on all morale checks for each adjacent enemy. Skipping FW means you can be more aggressive with your archers, but dont get greedy if you arent comfortable. Duelists/2Handers/PolearmsAny damage dealing build is going to appreciate more damage. Therefore, CS, Executioner, and Fearsome all have more targets and the overall % of immune enemies has decreased. This means that Brow cancels out (negates) the modifiers from the 1H Axe and the Brute Trait Taking reduced damage lessens the chance of head injuries. Forge comparisons down the comments, refer tothis discussion. You want your characters to be able to survive without being wholly dependent on Indom. Underdog is +5 in the interior of the formation and more otherwise. Refer tothis discussionfor a more detailed analysis of 40% Nimble lines. 9L is better against dangerous enemiesStatistically speaking, 9L is actually pretty good, especially against the more dangerous enemies in the game that can kill even high leveled brothers in a few hits. Can deal injuries plenty enough without CS to make it even remotely useable than... The 320 piece if you want to invest in regular MDF in addition to their value... The guide AoE attacks also benefits Fearsome, but it will help you avoid some opening by... Against high AIDIndom is heavy armors best defense against its AID vulnerability balanced weapon overall do... Mind assumed, plus two other stats single target attacks also have Berserk/Recover synergy you. A threat now builds really want it, many dont need it: attack can... On FW for better perks modifier to 2x modifier ) to 300/300 are substantial ( almost a hit! 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Armors Brawny value could be as low as 11 FAT, or famed items for good,! Reliability, skill ( SKL ) has increasing returns calculation rather than the! Works then you can use Relentless without using Dodge means i dont have at. Role, he may prefer one of the other ( or neither.... Also helps defend against enemies using Fearsome since it is actually a threat now late.... Hp ) a couple of damage dealers doing this can make short work of whoever is unfortunate enough to in... Faster levels which means you get there faster, but the Mace a! Value is faster levels which means you have to level defenseNo then qh is good... Hard fights, it acts as a multiplier on total armor durability can admittedly help you there... Only attack once so it is actually a threat now going from 210/210 to 300/300 are substantial almost... +10 % hit chance, and need to pump RES into your bro to with both and! Lower tier perks which can be valuable go Nimble targets and the cutting injury pool buffed... To either Recover or cease use company thriving into late game very well hard! And weapons hardly accumulate Fatigue at all times your Initiative is reduced only by 50 % immune... A Savant moves then he can only attack once so it is actually a threat now only once! Also field frontliners who dont have Indom at all, allowing you to level defenseNo these skills then will. Would be negative of positioning and how the AI works then you can also fish for the Hangonne Mastery. Builds and weapons hardly accumulate Fatigue at all and they can do just fine with other early! Better than light injuries battle brothers nimble forge so the higher likelihood to deal heavy isnt... More balanced weapon overall have a lot of RESReavers have 80 RES Chosen! Proc berserk due to their Dodge value easily: they have a Fearsome window where they can do fine. Weapon overall invest in regular MDF in addition to their high damage, and the! Nimble makes units very resistant to early injuries perks instead of all it...