A lot of animals use yellow with IP moves.banok wrote:I was able to defend vs boars green/blue attacks for a good while at 42 UA. then suddenly got hit for like 160 shp / 25 hhp. so guess they go some other type of attack with IP that will rape you through blue/green.
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Sevenless
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Re: Combat Guide by Flameturtle & Friends
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
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Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
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Explanation of the logic behind the cooking system
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Zeler
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Re: Combat Guide by Flameturtle & Friends
Has anyone tested Chop damage with swords? I wonder if we will have one-shot potential with bronze/militia swords.
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Hervarth
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Re: Combat Guide by Flameturtle & Friends
Has anyone else unlocked Think? I can't seem to get it
have got everything else I've seen mentioned - wondering if my character isn't intelligent enough :p
I will test chop damage with a sword quite soon, im sure people have since i've seen a few swords floating around...
Another question... What do people think of decks with more than 5 cards? I miss the old days of legacy where you had hundreds of things to choose from. Right now if i put more than 5 cards, I can get royally screwed by rng and potentially get nothing i can use at the start of combat... Wondering if anyone has any tips to make a more varied deck work.
I will test chop damage with a sword quite soon, im sure people have since i've seen a few swords floating around...
Another question... What do people think of decks with more than 5 cards? I miss the old days of legacy where you had hundreds of things to choose from. Right now if i put more than 5 cards, I can get royally screwed by rng and potentially get nothing i can use at the start of combat... Wondering if anyone has any tips to make a more varied deck work.
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pimotimo
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Re: Combat Guide by Flameturtle & Friends
around 100 with q9 sword (40-50str)Zeler wrote:Has anyone tested Chop damage with swords? I wonder if we will have one-shot potential with bronze/militia swords.
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Hervarth
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Re: Combat Guide by Flameturtle & Friends
What kind of sword? thanks!pimotimo wrote:around 100 with q9 sword (40-50str)Zeler wrote:Has anyone tested Chop damage with swords? I wonder if we will have one-shot potential with bronze/militia swords.
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banok
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Re: Combat Guide by Flameturtle & Friends
I dont like using more than 6 myself. just becomes too unreliable and confusing, but I imagine if you only use one deck enough times over you get used to it.Hervarth wrote:Has anyone else unlocked Think? I can't seem to get ithave got everything else I've seen mentioned - wondering if my character isn't intelligent enough :p
I will test chop damage with a sword quite soon, im sure people have since i've seen a few swords floating around...
Another question... What do people think of decks with more than 5 cards? I miss the old days of legacy where you had hundreds of things to choose from. Right now if i put more than 5 cards, I can get royally screwed by rng and potentially get nothing i can use at the start of combat... Wondering if anyone has any tips to make a more varied deck work.
cant think of any scenario where you would want more than 1 copy of a move tho, seems really stupid but could be I'm missing something.
also on move discovery seems very random to me. not like in OP where you get certain moves from certain animals, feels like you can get pretty much anymove just as different probabilities for different animals. and for me mostly just the same copies of existing moves
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Sevenless
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Re: Combat Guide by Flameturtle & Friends
You're completely limiting yourself from using the more complex moves that require IP. You still need basic moves to use while you build IP, IP building moves, AND the IP moves themselves.banok wrote:I dont like using more than 6 myself. just becomes too unreliable and confusing, but I imagine if you only use one deck enough times over you get used to it.
cant think of any scenario where you would want more than 1 copy of a move tho, seems really stupid but could be I'm missing something.
Heck if I know how to make that work, I just know someone will.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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CloudJhi
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Re: Combat Guide by Flameturtle & Friends
Practice is what makes it work. I use knock its teeth out and kick since I unlocked both, and both moves require IP. I really don't find it difficult to use a 9 card deckSevenless wrote:You're completely limiting yourself from using the more complex moves that require IP. You still need basic moves to use while you build IP, IP building moves, AND the IP moves themselves.banok wrote:I dont like using more than 6 myself. just becomes too unreliable and confusing, but I imagine if you only use one deck enough times over you get used to it.
cant think of any scenario where you would want more than 1 copy of a move tho, seems really stupid but could be I'm missing something.
Heck if I know how to make that work, I just know someone will.
W3 to W6 - Blockland. Special mentions: New Avalon, Tarn of Hotdog, Red October.
W7 - Elvenia, til we all got lazy.
W8 - Cult of R'lyeh, til the deeps called us back.
W9 - Tartarus, til death/wizards came for the land itself.
W10 - ???, ruined and forgotten.
W7 - Elvenia, til we all got lazy.
W8 - Cult of R'lyeh, til the deeps called us back.
W9 - Tartarus, til death/wizards came for the land itself.
W10 - ???, ruined and forgotten.
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Sevenless
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Re: Combat Guide by Flameturtle & Friends
I'm not particularly good at that type of combat heh, my ability to multi-task is about zero. I'm fated to be a 5 card decker forever probablyCloudJhi wrote:Practice is what makes it work. I use knock its teeth out and kick since I unlocked both, and both moves require IP. I really don't find it difficult to use a 9 card deck
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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Hervarth
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Re: Combat Guide by Flameturtle & Friends
How do you avoid starting out with nothing you can actually do with 0ip? Do you run multiple copies of some cards? I'm really interested to learn how you've made this work.CloudJhi wrote:Practice is what makes it work. I use knock its teeth out and kick since I unlocked both, and both moves require IP. I really don't find it difficult to use a 9 card deckSevenless wrote:You're completely limiting yourself from using the more complex moves that require IP. You still need basic moves to use while you build IP, IP building moves, AND the IP moves themselves.banok wrote:I dont like using more than 6 myself. just becomes too unreliable and confusing, but I imagine if you only use one deck enough times over you get used to it.
cant think of any scenario where you would want more than 1 copy of a move tho, seems really stupid but could be I'm missing something.
Heck if I know how to make that work, I just know someone will.
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