Anti-Overwhelm synergy: Their value condition is at oddsNot that they cannot be used together, but to get Overwhelm value you need to have not killed your target and to get Berserk value you need to kill your target so they are at odds with each other. Regular attacks that hit the shield only do 1 damage regardless of Expert. You should never be counting on veteran levels to matter on your builds. Therefore if the first hit does 5 damage you get a proc, and if the second/third hit then does 7 and 8 damage thosedo notget procs. FA value scales with the number of attacksFA tends to work better on weapons that can attack multiple times per turn or with AoE as this allows you to immediately follow a miss with a boosted chance to land your second hit. This makes Underdog a great pick for AoE bros that want to make the most of their AoE skills. Single target 2Hander (not 2H Cleaver): High damage, low FAT costSingle target 2Hander has the best damage per Fatigue spent ratio in the game. Backstabber wont help your range. You can even skip Mastery entirely and just change your equipment around depending on matchup if you dont desire a specific Mastery effect or FAT benefit. Keep in mind that the injury resistance also delays extra damage taken due to enemies with executioner. They have to use both. Hammer tends to tie or beat Mace against enemies with even somewhat low armor, but the Mace is a more balanced weapon overall. The use cases are going to point out specific weapons that particularly appreciate not losing their movement. Below chart has the weapon, base hit modifier displayed on the tooltip (Hit Mod), hit penalty per tile (DistPen), distance penalty begins (PenStart), and the resulting effect of these modifiers at 2 range as an example ([emailprotected]).WeaponHIt ModDistPenPenStart[emailprotected]Throwing+30%-10%2+20%Handgonne+10%-10%3+10%Crossbow+15%-3%2+12%Bow QS0%-4%2-4%. Relentless and wait synergyAs Resilient works well with the wait command, it can combo nicely with Relentless so that you can wait every turn while maintaining high initiative. Scatter mechanics are complicated but there are a few takeaways to consider. 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. In this case youve put a new guy in danger instead and spent a lot of AP/FAT doing so. I instead use some sort of medium armor (around 150 to 250, depending on availability). as quickly as possible then Student will help you get there faster, but it will make you weaker in the short term. + Provides a good chunk of FAT+ Helps equip heavier/better armor Usually you would enjoy being able to skip this if you can get away with it Less useful on famed armors, Calculates on the helmet/body separately, rather than combining them and doing one reduction Always rounds up in your favor regarding value gained by the perk. Nimble bros even without INI investment will naturally outspeed heavy enemies like Warriors and Ancient Dead so there is a bit less enemies to jump ahead on with Adrenaline. Anti-Necrosavant: Control Savant movementAlthough Savants have a rare chance of ignoring Taunts, it is a very good ability to control their movements and protect more vulnerable brothers. Position your LW accordingly on the left if he is to deal with that, or the right if he should be away. 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. Recover can help 2H builds but it is by no means a necessity. The Blunt head injury pool is rather small, so CS can really help you land these desirable injuries. While the effect on Round Shields is fairly weak (compare to Dodge or Gifted), an early Heater Shield buy with Shield Expert and some other defensive perks can make just about any bro respectably durable. The two movement also lets you more easily get around your own bros when you are trying to find tiles you can attack from. Stun is a nice option though in a pinch. By the time you are tiring, some or most of the enemies should be dead anyway. Two, it can help you farm for armor much more easily by controlling priority targets like Leaders while your team mops up their escort and later daggers them down. However, if you wish to use other expensive skills on your Banner then Recover might interest you more. Since the damage mitigation from armor occurs near the end of the damage calculation, abilities that reduce damage prior to this occurring are stronger than expected. Swapping any item in battle except for shields becomes a free action with no Action Point cost once every turn. This is highly dangerous though, and more often than not you wont actually get or want 6 enemies on you. They can be combined for additional protection against injuries and AID. Gifted is probably the better of the two but theres plenty reason to use both. Now Im not saying this is a bad idea because the perk is good and consistently useful and it is nice to not have to think about surrounding, but interior lineman may benefit more from other perks. Nimble measurements after 80 days only have Padded Leather, Leather Lamellar Armor, Southern Mail Shirt, Basic Mail Shirt. A tank doing this can jump into or near the Ambushers, forcing them to waste time moving around instead of shooting. Indom helps prevent both of these annoying abilities. However, Spetum and Duelist Fighting Spear are capable of getting procs on Orc Young consistently right away. 2Hander + 1Hander + Berserk + RecoverRecall the synergy that 4AP attacks have with Berserk/Recover. This reduction also takes place before the 10% remaining armor mitigation and the critical multiplier, effectively decreasing HP damage taken even further than advertised: In this example, the effective Nimble value is closer to 33% than 40%! If you know what you are doing then this isnt an issue, but if you are a new player you may want to stick to more universally helpful perks early on and specialize at higher levels. Riposte: Value hinges on dodgingRiposte retaliates with an attack for every time you dodge. However, pumping RES has other benefits, and can help keep your morale Steady or better so that you dont lose RES (and Fearsome value) through dropped morale. Note that Indomitable favors having more armor (see Indom), so if you are using Indom then the Noble Mail lines will benefit from it slightly more than the 40% lines. Landing a kill with a first 4 AP attack means you can Recover after Berserk which is an efficient use of AP/Fatigue. 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 CS as well you can also injure Chosen and Warriors reliably. Informacin detallada del sitio web y la empresa: barbali.ru Esclerose mltipla: como manter uma profisso e qualidade de vida After, you can either Footwork out if this bro cant handle heat or you can switch to a better 2Hander with QH and continue on the frontline. 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? Nimble makes do with cheap gear offering immediate return on the investment and beating most of the then available heavy armor options. Investing heavily into INI for Lunge is going to leave you stat starved in other areas like HP and MDF. Misconception HP is unnecessary for heavy armored characters with ForgeNo. <1% injury before shot 6 Mastery: 4.79 shots to kill on average. 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It also helps when daggering down enemies. One reason being headshot damage applying last in the damage formula (see Game Mechanics). If you like a slower and more defensive team then Recover might be more useful for you. You can Polearm (5AP) and Whip (4AP) on the same turn with QH, allowing you to throw Overwhelms around at range. Any hit during the AoE will remove stacks as you would expect. Since you only have 5 shots per stack you are going to end up switching stacks once or twice. All of the MDF perks benefit from this interaction, and there is no such thing as too much defense. Note that single target 2Handers like 2H Mace dont gain much benefit from Relentless if you are just doing your one 12 FAT attack once per turn, but if using AoE skills, especially with Berserk, then you will accumulate FAT. There have been minor edits/changes overall throughout the guide. You will find yourself against multiple enemies all the time and Underdog will be consistently useful. Non-Cleaver Chosen cannot move twice and still attack. Theres a reason why things like the Longaxe and Polehammer feel so clunky. Discussion75% Stun chances are annoying. You cant go wrong. This can include frontliners. Rotation can very well save lives in a way that no other perk can compete with (Footwork kind of). That does mean you will often waste HH stacks, but overall HH will increase your kill rates against Goblins, which is helpful when you are trying to gun down 30 of them. Taunt works best on bros who rarely ever plan on attacking because if you cant hit anything anyway then you might as well use your AP/FAT protecting your teammates instead. That being said there is indeed a value to acknowledge in having it on everyone as it guarantees team cohesion on any terrain type, but thats a high teamwide cost in perks so you can make the call if you think that it is worth it. : 3v1: (3 1) * 5 = 10 surround bonus (20 with Backstabber). The formula is from the perspective of the defender, not the perspective of the attacker As per the above, Polearm unitsdo notget extra Backstab bonuses compared to a normal melee unit. You might say who cares, I want the Fatigue anyway and thats fine, but if you are trying to decide between Brawny and a different stat boosting perk then you may want to consider that Brawny gets weaker with Famed armor. Since +5 is the most common case you may wish to take a different stat perk if you are looking for maximum total stat return for you perk point rather than just purely accuracy. Craft Named Weapons . Press J to jump to the feed. This makes it normally pretty difficult to get morale drops on them. This logic also applies to the Handgonne. 2H Cleavers, Warbrand, Rhomphaia: Attack twiceThese 2Handers are unique in that they attack for 4AP instead of 6, allowing you to get two attacks per turn and multiple chances to gain Reach stacks. Some of the weapons perform far better than the others. Description. For example, you can run a four front eight back formation where none of the frontliners are connected. Yeah he's actually an amazing tank, took steel brow just incase of flails and headshots, but don't really think its super necessary and he has 52 base mdef. 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. This can add up to a fair chunk of FAT if you are carrying multiple 2Handers for example. While Crossbows/Throwing are great at dealing injuries to set up their own Executioner, they like it even better if a Warbow user or another bro can set up the injury first. Also note that the part about heavy injuries is the chance that you reach the heavy injury threshold, but you may still get a light injury instead. Heavy Chosen (190 hat, 230 body): No Perks: 7.05 shots to kill on average. All rights reserved. Before someone calls me out on it, you can use a 1Hander without a shield and appreciate your Double Grip bonus without Duelist, but if this is your main plan for this bro then there is no reason not to use Duelist. Tanks: You want to hold dangerous positionsUnderdog is an easy pickup here. Generally speaking this should be avoided, but with some clever positioning and the right build/bro you can deal enormous damage with this playstyle. Since having a HH stack guarantees that you will hit the head on your next strike (if you hit), you can purposefully alter your targeting to get the best value out of the stack, and actively avoid attacking enemies who have large helmets still. Therefore, it is entirely possible to maintain near full Dodge value through an entire fight. For example, an Overwhelm Warbow or 1Hander might appreciate Recover here, but a more FAT neutral 2H Mace wouldnt benefit as much. palmetto primary care patient portal login; css horizontal scroll bar not showing; sapphire foxx tg. Reach can still be used on single target 2Handers for some extra defense if you desire, but other defensive perks might make more sense. Footwork gives you an easy out. Characters receive a hidden +3 Resolve on negative morale checks for each adjacent ally. Warriors have enough armor that most weapons will have a Fearsome window against them. Of course compare it to other stat based perks and make the choice that makes the most sense for your needs. + One of the best perks for your damage dealers+ Does better in the larger/more dangerous encounters+ Can use the extra AP for defensive skills or mobility as well Need Fatigue to make use of the extra AP Can be wasted if there are no targets, FAT, or useful things to do with the AP, Effectively allows you to have up to 13 AP, which is enough for three 1Handed strikes or two 2Handed strikes Can only proc once per turn, even if you kill multiple enemies at once Does not proc on opportunity attacks against fleeing enemies Can be followed by Recover if you get back to 9 AP. Barbarian Chosen are too dangerous to leave alive for long so it becomes a damage race. Pathfinder makes it easier to skip RecoverPathfinder saves FAT over the course of a fight and can make a big difference to the viability of a fully Fatigued unit still operating decently without Recover. Most players prefer more proactive perks. Armor ignoring damage counterNimble counters enemies who otherwise deal huge amounts of AID like Unholds, Schrats and dangerous attacks from weapons such as 2Handers, Crossbows, Daggers. Backstabbers next competition is going to be other raw stat perks in general where it is less clear on how well Backstabber fairs. You are also vulnerable to things like Daze or Broken Nose (from Chosen Mace) which could prevent your next Indom. Fast Adaptation isnt super strong. 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. However, 2Handers can still make use of Indom while attacking through popping it off of a Berserk proc. Bleed damage doubled to 10 per turn for Cleave attacks and 20 for Whips. All trademarks are property of their respective owners in the US and other countries. While not influenced by perks, the in game tooltips struggle to tell the full story here. Only Indomitable can achieve such results but not passively. You do not want to use this strategy expecting you will never get caught with an attack. Think about why you are using each perk and dont fall into the mistake of lumping things into automatic package deals. Not that Berserk is bad in these fights, but there are limits. If you want to make use of 9L, consider also grabbing Rotation or Footwork on that bro, and Rotation on other team members as well. Indom helps you survive these dangerous attacks and control the Unholds. Utility Throwers Hes got some tricks up his sleeveThere are a number of consumable items that can provide valuable impact in battle. i think nimble's problem is that it only reduce health damage - barbarian can hit you once for 200 damage and thats it, even if you take no health damage - your armor will be in shambles. 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. High HP Nimble stays competitive throughout the whole game. Most two-handers or good Duelist options already injure most enemies, or will kill them in a few hits regardless. The less obvious reason is that every turn they spend trying to break your shield, is a turn they arent trying to kill you. CS is needed if you want to injure Unholds. Info here. Use Colossus if you expect your Nimble bro to be seeing danger. The frontline can spam expensive AoE attacks and then when their FAT is full the backline guys can Rotate in and switch to their 2Handers and continue the assault. RelentlessYou can Overwhelm without Relentless, but it does help support it a lot, especially on weapons that eat through FAT. Provides 10 RDF at minimum. Ignoring the shield value does not count Shieldwall bonuses. Skills build up 25% less Fatigue. Dodge is mainly about getting more MDF while the extra RDF isnt a huge value. Experiment yourself or look to other guides for that purpose. Misconception the character armor got destroyed in a couple of hits so Nimble is badNo. Therefore a LW is giving up his free RES from his buddies and probably the Banner as well which leaves him at much higher risk than you would otherwise suspect, especially if he gets himself surrounded by a bunch of enemies. Using the Wait command will incur a 25% Initiative penalty for determining turn order next turn. Mind can help counter this threat. This works better on bros with poor stars, where you are more likely to be ok with skipping low rolls in SKL/DEF to level other stats. Polehammer feel so clunky the two movement also lets you more get there faster, but a more neutral. Depending on availability ) respective owners in the US and other countries with even somewhat low,! 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