Zato wrote:After rereading my first post it does seem like I am asking for a buff but that really wasn't what I wanted to do. I was more focused on just changing around certain effects to better benefit the SM army in my own opinion. I just should have worded it properly. Also, I know that FTE buffs all damage but isn't it the same as just saying it buffs both range and melee damage? I just don't see where it was a good idea to change melee resist for melee damage which is basically what the change is. I say this because it benefits a mostly ranged army like SM more to have a defensive/offensive ability so when your tacs are being tied up by say Banshee's they won't get torn to shreds much faster or when you are in retreat it could save units from being wiped. At the same time it gives a decent range buff to support when you want to be offensive for what ever range unit you desire. You can also use it on ASM's to grant them more melee defense while jumping into a dangerous spot to throw a meltabomb that is granted a 25% buff from range damage.
The problem with it giving melee resist instead of melee damage increase is that then the two effects don't work in unison - you want to put it on a ranged squad like Tacs, Sternguard or Devs to reap the benefit of the increased damage, but then the melee resist isn't doing anything, and vice-versa if you put it on something like ASM or the Force Commander himself, unless you do the FTE -> Meltabomb trick.
Making it buff all damage means it boosts ability damage from stuff like the Librarian's Smite - think it might also buff the damage on Cleansing Flame too.
I like it as it is to be honest, the extra damage means your troops need less time to kill things and that has the net effect of reducing the damage they'll actually take (less time for the enemy troops to attack), and it's awesome on Sternguard if they have Hellfire loaded.





