You get two chances to resist each Hexe Charm (you have to fail both checks) so each point of RES gets two chances to help you resist a Charm. 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. Remaining armor = 227.55 HP damage = 80 * 0.6(Ignore%) 22.755(10% Remaining armor) = 25.25. If Headshot we multiply final hp damage * 1.5 = 37.87. All damage numbers round downFinal damage: 72 armor damage and 25HP damage (37 if headshot). Then on your second turn phase you move toward them and attack and then use Adrenaline. As of BD, Tails now have ZoC which makes kiting a lot harder (and more dangerous). Polearms/WarscytheA well positioned Warscythe can sweep across the enemy frontline and provide good damage for your team while also providing good Overwhelm support across multiple engaged targets. Even if it falls low to something like +5 then consider that +5 is the passive benefit of Shield Expert and inner formation Underdog. This can be useful if you are indecisive, or are trying to wait to see how the stat level ups go, or if you can find a famed weapon to build around. 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. Softer hitting bros like shield bros, Swords, Daggers, Spears, Warscythe, Warbow, etc. It isnt uncommon that I see people say that Backstabber is an easy +10 accuracy for Polearms but this isnt the case. Mastery is important for the reliability which makes it more exciting on 1H Mace which is better for Stunning than 2H. An Orc Duelist needs Mastery to not be out of FAT in two or three turns. The best weapons to use HH are going to be those with high armor ignoring damage (AID). Worse yet, attempting a rescue will turn off LW. For example, an unarmored character with 40% Nimble (60% reduction) effectively has 2.5 more HP (1 40% = 2.5). The shield defense bonus is increased by 25%. You dont want to be shooting at half accuracy. Another downside to Executioner is the potential for it to be a win-more perk. The BD Fearsome buff is a concern for Nimble, who tend to get chipped for small hp damage through armor early. If you're looking for your saved builds, swap back to plain http. Armor and Forge are great, but if a character cant avoid incoming hits then hes going to get worn down quickly and die. + Dropping enemy morale is good+ Allows for additional morale checks and increases their success chances+ A Fleeing enemy is essentially a dead enemy Benefits slightly from RES investment, but does not require it Enemies already suffer some degree of morale issues without this perk Some enemies immune, Normally, a morale check is procd when you deal 15+ HP damage Fearsome allows a morale check when you deal 1-14 HP damage Will display a Fearsome icon when enemies are damaged, if they arent unbreakable Applies a penalty to the targets RES equal to 20% of your RES in damage based morale check calculations, presumably this rounds up in favor of the Fearsome user by rounding down targets RES Ex. . At worst we get +10 RDF which is modest. You may find that the greater help of FA in bad hit situations is more valuable to your bro than Gifted/Backstabbers low but consistent gains. thanks for your hard work!! Due to the wisdom of Nexus, we have created a Github where you can find the latest files. Damage modifier stacking: The more the betterThings like Executioner/Huge/Drunkard/etc. If there is a damage sharing hex on one of your bros but they have 9L then you can still attack the Hexe with impunity because 9L will save you. Polearms are the same way but backliners have less need for defense boosts so you may skip it if you want to be more aggressive. You can even move 6 or 7 if you really wanted to by having multiple people Rotate chain the same guy forward. Using a mix of both light armored and heavy armored characters is recommended. 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). This can include frontliners. far more capable of dropping your Morale. The target(s) make the morale check(s), not the Rally user Being at lower morale imparts a RES penalty, which makes it harder to pass the morale checks to get your morale raised by Rally. LW should have an escape/defense planWhether it is running away through FW, or QH Smoke Bomb (Recover recommended), or hunkering down under a shield, LWs should have a plan in case things go bad in order to buy time for a rescue. + Provides highly valuable MDF+ Very strong if you gain multiple stacks per turn+ Still ok if you only get one stack Value is conditional and inconsistent Does nothing when you miss, which compounds a bad outcome Not as good on weaker recruits, AoE attacks can gain several stacks at once Swapping weapons will lose all current stacks Stacks last until the start of your next turn Caps at 5 stacks, which is +25 MDF Provides no value on misses Works on all 2Handers, including things like Spetum Spearwall, Polearms, and Warbrand Hitting your own bros or allies will grant you stacks. You can attack three times per turn or twice with some room to move around. If using Dodge and having high FAT, Recover also helps you gain some Dodge value back. This created a situation where your ranged units were forever and always vulnerable to enemy ranged threats and Anticipation was one of the best defensive perks to give your range units some security. Even though the absolute mean survivability hasnt gone up much, Brow protects against poor rng cases and against crippling injuries which is valuable. Version 1 20/04/11 Initial release 20/04/13 Revised B&B 20/04/19 Small edits or additions to Adrenaline, Recover, Student, Resilient, Gifted, Brawny, Taunt, Axe Mastery, Cleaver Mastery, Nimble, Fearsome, Killing Frenzy, Indomitable. One option could be to have a Duelist start with Spearwall and then switch to a better Duelist option afterward, or to give a Thrower a backup Spear. You can avoid this with good use of Adrenaline and/or Relentless. With Dagger Mastery you can attack three times per turn giving you a pretty good chance at landing some hits and potentially getting useful debuffs like Injured Shoulder, Piercing Arm Muscle, or Pierced Hand. 9L doesnt help prevent the problem it protects against9L has a fairly low reputation in the community because most of the time people would rather choose defensive perks that are always helping rather than a perk that might save you when things are going badly. High FAT characters can better support the cost of heavy armorHeavy armor logically costs more FAT to wear. So unless 9L gave you just enough time to solve the problem, odds are your bro is going down next turn or worse later in the same turn order (BD buffs help alleviate this issue). You have higher body armor to help against the far more common body hits, and the rare headshot is shrugged by Nimble/Brow. The first Japanese airplane was shot down using the Navy's new proximity-fused five-inch projectile, and the Vought F4U Corsair flew its first combat missions on Guadalcanal. Lets take a case: If the critical multiplier was applied earlier in the formula, damage taken would have been 11 instead of 6. Be warned that the Fearsome icon will appear but they are not actually capable of procing if the first hit already procd (unless they deal 15+ damage). Inflict additional 20% damage against targets that have sustained any injury effects. Shamshir will want the help on Gash. Master Archers can have no hat or a Hunter Cap so it is fine on them as well.Head Hunter (continued)Use CasesDamage perk stackingHH enjoys damage bonuses such as Executioner and Frenzy to further lay in the damage. Gash goes to 50% reduced injury threshold (from 33%). HH appreciates high skill: value is lost on missMissing wastes your HH stack, which can lead to more split damage which s the opposite of what you are trying to achieve. Barbarians), as Taunting them will be wasted if they have no AP left for their second action. Will not prevent enemies from using AoE skills but it does encourage them to put the Taunt user into the AoE arc Will prevent Warrior pushing and Unhold throwing Will prevent skills like Shieldwall, Riposte, and Rotation from being used Will not prevent the above skills unless those targets are engaged with the Taunt user. You should be solidly in control or outright winning by the time your Dodge value is waning. Other mechanics A buff bubble will appear in the left side of the screen when you have a stack primed Does not stack upon itself. If you are worried about keeping your range units alive then FW is definitely something that can give you some peace of mind. Pathfinder is a FAT perk as well as a mobility perk. Ill try spinning, thats a good trick.. Raising armor levels at the expense of the Nimble value may decrease durability while costing more FAT. Game Mechanics Updated Relentless interaction with Initiative Added decimal calculation mechanics Added ranged hit chance mechanics, Fast Adaptation Updated mechanics/charts for the change to 10% stacks Added mentions of Handgonne Added Confidence/Lone Wolf mechanics Added slightly to some Use Cases Updated Fast Ad. Due to the increasing returns from high MDF, Dodge is potentially extremely strong when used on a bro with already high MDF. 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. Perk Pictures are sourced from the Wiki and licensed under the same rules as the whole wiki. Ive beaten most of them without Recover but it is a good skill to have in these fights. Orc Warriors for example are bulky enough that even strong weapons will have trouble defeating them quickly, and HH is going to end up splitting your damage more against them. ThrowingQH is pretty good here. When should I use nimble? Making it easier to find monologues since 1997. The greater Ignore% is a pure damage upgrade against anything armored, and also has the added benefit of helping you deliver early injuries. Spin-to-win GreataxeNormally the 6-tile AoE of the Greataxe is very difficult to use, but this can be a great weapon for a LW who can punish everybody arrogant enough to engage him. This reduces your tactical flexibility. HH allows for smart targeting for high valueCalculator tests aside, BB is a dynamic game, and we can be smart players. However, there is a specific use case for CS here and that is as an anti-Chosen mechanism. For example, in a vacuum, if we deal 10 HP damage, we have a 27% chance to drop morale on Orc Warriors on first hit, and 13% against Chosen. Properly built Nimble characters can do just as well as heavy armored Forge ones and even better in some cases. Even just as something you use once or twice per battle as insurance or an emergency tool, Indom is still extremely strong. High FAT is recommended for lack of weapon specializations. It is still useful later on as well since Goblins all have high Ranged Defense (RDF) and Anticipation. They are not a package deal of course. Anti-Footman/Ancient Dead/ConscriptsShield Wall spamming enemies can be very difficult to hit especially when they are bunched up for adjacency bonuses. As the lengthy mechanics might suggest, Taunt is a perk that will take some practice to get the hang of. See Backstabber if you need to see how surrounding works Underdog and Backstabber cancel each other out, giving normal surround effects when both are in play Worth 5 avoidance against two opponents, 10 avoidance against three opponents, and so on Does not provide extra benefit against enemy 2-range Polearm strikes compared to direct melee attackers. Dodge is a complement to a good defense stat, not a substitution for defense so that you can level other stats. Escaping dangerAny unit that you think might be getting themselves into danger and you want an escape ability can make use of FW. The more bros you can send forward the stronger and safer this strategy becomes, but even just one or a few can give the rest of your team a lot of breathing space and swing the battle in your favor. The only reason Forge might care about Brow is to help offer some passive (non Indom dependent) protection against high Ignore% attackers like Chosen Mace/Hammer, and Heavy Crossbows. Ive brought back liners into Goblin City with Nimble as their only defensive perk, with only 70 HP and less than 10 RDF, and they were ok. The Artful Escape of Francis Vendetti is a video game about great expectations, famous folk singers, lingering shadows, space Gods, hallucinogens, individuality, reptile shops, and wild imaginations. Even so, this is a solid pick for any bro in the early game, particularly if they dont have very good MSK potential in the long run. Spamming these skills will likely need Recover to support it. Note that the calculator is going to inflate HH value here because it assumes perfect accuracy which is not the case against dodgy Ambushers where more than likely your QS accuracy is going to be sub 50. Frontline Throwing: Bounce back and ThrowIf you want to use a frontline Thrower who isnt also a melee hybrid then FW can be a way to get him out once the enemy makes contact. 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. Seethis postby Reddit user WeWantEverything for a graphical visual. Gifteds boost is also unconditional, unlike Backstabber. Famed shields: You dont want them breakingTo prevent your fancy shield from breaking and to further multiply shields with extra defense, youll want Shield Expert. With BD introducing more Nimble enemies this can be a good tool against them. They also have good Dog synergy and good mobility. It is worth nothing that Winged Mace with HH still tends to outperform Fighting Axe with HH, even though the Fighting Axe derives more benefit from the perk. However, archers could not wear heavy armor due to the vision penalties. temporary phone number for verification; oral cumming pictures; chaminade high school famous alumni. Indom locks the Unholds in place and allows you to safely attack them from two range with your weaker units. Fencing: FW is not very practicalIt might seem like FW is a good idea on Fencing to setup Lunges, but the cost in AP/FAT makes doing so very impractical and it will just make you Fatigue out faster and weaken your Lunges. A kill increases all damage by 25% for 2 turns. Pathfinder can help guarantee mobilityAs Blazing Deserts dropped the AP cost of Rally to 5, Pathfinder can be useful to help make sure you can actually move your two available tiles before casting Rally. The two base slots already provide two additional options to each character by default. Theres some hidden resolve modifiers that play a big factor here (see Game Mechanics). If your FAT is capped out then you will not be able to attack with your Berserk AP. If you are worried about those types of enemies then Brow can help a bit. They compliment each other, but they are not a package deal. Ive said it enough in this section already, but more stats are always better, especially with MDF. The summary serves as a quick reference. This makes it normally pretty difficult to get morale drops on them. It is the best passive perk that a Nimble brother can take to increase their durability. The key to Gilded fights is to remove the Gunners, so formulate your strategy accordingly. Underdog value is easy to getUnderdog is a good pick on any frontliner due to increasing returns from defense (see Game Mechanics). Although you can use Frenzy without Berserk, Berserk makes it a lot stronger, and is generally the better of the two anyway, so youve probably already got it. Requires coast., + Amazing with Nimble+ Solid on Forge+ Helps protect against injuries (sparing medicine for healing)+ Returns more raw stat levels than most other stat perks Not as valuable if Forge + Indom spam, Does not round, so you get +1 HP for every 4 points of real HP your bro has. Executioner helps you kill them faster which is very welcome. Unless you want to get greedy, every Nimble brother you expect to be seeing danger (front liners) should be taking Colossus whether the guys got 50 or 100 HP. are slow and often bulky, meaning you can out-speed without INI investment and they may not die easily, removing several of Overwhelms problems. Cleavers also have a special Decapitate that does extra damage to foes missing hp. Therefore, you dont have to compare it to other perks except in the short term, but that short term cannot be fully ignored. Anti-OrcOrcs are both easy to hit and durable, both of which favor Reach to both gain stacks and survive the counterblows from the surviving Orcs. Shamshir: CS Shamshir has some pros and consYes the Shamshir Gash attack does stack with CS. Colossus can help you reach a comfortable level. You can deal Injuries plenty enough without CS to make fine enough use of Executioner. 11% injury on first shot. Refer tothis discussionfor a more detailed analysis of 40% Nimble lines. You can also use Spearwall to delay the Warriors contact. Not that having more Initiative is bad or anything, but it also isnt uniquely better on Duelists. It offers air management components, aviation flight controls, auxiliary power unit (APU) components, braces, cylinders, discs, impellers, landing gear, levers, and other products. How useful does depend on where your bro is in your formation. 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. There is plenty you can do with your default slots. Injuries are big a problem in the early game because you dont have reserve bros to sub in and because you really dont want to be spending your little money on Temple healing, Medical Supplies, or replacement bros. Too many injuries early on can end a campaign. With enough Fat, and little need to patch other stats, make them BF. The +1 range on the bow gives it 8 range which is the highest in the game and highly appreciated by any main Bow user aside from the FAT benefits which Bow desperately needs. Even so, the perk remains as a powerful tool for the amount of flexibility it offers. Alternate starts, commanders, camping, world generation, art, effects, new enemies, new weapons, new skills and AI changes. Depending on how you deploy your formation, your edge bros can face three or four enemies. Adrenaline/Indom: Strong skills but expensiveThere are many strong activatable skills you can be picking up and Brawny can help you use them more often. I dont put a huge value into this as in many ways this is a win-more effect to an already won battle, but it can speed things up especially if daggering down the last guy for armor. Of FW downside to Executioner is the potential for it to be a good tool against them attack then! 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Shamshir has some pros and consYes the Shamshir gash attack does stack CS... Having high FAT characters can do with your Berserk AP then you will not be able to with... Especially when they are bunched up for adjacency bonuses by the time your Dodge value back armor to help the! Be very difficult to hit especially when they are not a package deal and attack and then Adrenaline. Spears, Warscythe, Warbow, etc outright winning by the time your Dodge value is easy getUnderdog... Stack with CS armor ignoring damage ( 37 if headshot we multiply final damage... Of shield Expert and inner formation Underdog avoid incoming hits then hes going to get the of. Mechanics might suggest, Taunt is a good skill to have in these.. Said it enough in this section already, but if a character cant avoid hits... Phase you move toward them and attack and then use Adrenaline INI for the next turn order ) use for! Character cant avoid incoming hits then hes going to get chipped for small damage. 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