Melee resistance already is on the ability pages.Eclipse wrote:Might I suggest listing the melee resist damage as a passive on the abilities page?
The Codex WIP
Re: The Codex WIP
Re: The Codex WIP
Dark Riku wrote:Melee resistance already is on the ability pages.Eclipse wrote:Might I suggest listing the melee resist damage as a passive on the abilities page?
i think he was talking about the melee resistance ignore from the plague sword. im not sure how or if its needs to be in the abilities page though. it already says it on the wargear page so i dont think its needed in the abilities page.

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Re: The Codex WIP
It's on the wargear page, not the ability page but I don't think it's necessary to double the information there.
Re: The Codex WIP
Technically the weapon doesn't give him any passive "ability" to ignore melee resist. It's just the weapon itself has a hidden on hit effect of doing additional damage much like the immolator has the on-hit effect of doing a DOT.
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Re: The Codex WIP
Yeah, what Torpid said.
Re: The Codex WIP
This probably deserves a mention in the Codex intro, that on-hit effects such as DoTs and special attacks* ignore melee resistance. Another thing it lacks is how abilities stack, for instance the distortion field and cloak armor combo each grant 50% ranged reduction but when stacked are added to 100% reduction rather than the more intuitive 75% reduction. I'm not even sure this was intended by the devs since there was a highly suspect math error when units actually gained hp (was it 25% of dmg gained hp?) from taking ranged hits when distortion fielded was combined with the retreat modifier.
Another not so obvious fact for newer players is that being in melee is a type of cover also granting 50% ranged damage reduction for most infantry. This combined with something like distort field will however not grant 100% but 75% (I think?). Anyway it would be nice having a topic on this in the codex, but the actual relationships between modifiers must be verified in game since we can't see the code and calculations used.
edit: * some special attacks, not all.
Another not so obvious fact for newer players is that being in melee is a type of cover also granting 50% ranged damage reduction for most infantry. This combined with something like distort field will however not grant 100% but 75% (I think?). Anyway it would be nice having a topic on this in the codex, but the actual relationships between modifiers must be verified in game since we can't see the code and calculations used.
edit: * some special attacks, not all.
Re: The Codex WIP
Sweeping doom on the Chaos lords ability page does not mention knockback or its type.

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Re: The Codex WIP
Added.Ven wrote:Sweeping doom on the Chaos lords ability page does not mention knockback or its type.
That's a good idea. Snares do it as well, adding instead of multiplying. Probably should figure out exactly how those work.hakon wrote:...
Re: The Codex WIP

there seems to be a visual bug on the err... bug. i reloaded the page a few times and wiped my chache but its still there. im not sure if its just me or if its something that needs a look at.

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Re: The Codex WIP
Hm, that's weird, it looks fine to me. Anyone else having this problem?


Re: The Codex WIP
ok nevermind it went back to normal now... odd.

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Re: The Codex WIP
Somebody needs a new graphics card I think 

Re: The Codex WIP
the ork banner still reads as if WB gets 60 energy from the waagh effect. I think that is wrong.
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Re: The Codex WIP
Which part makes it sound like they get 60 energy? I must be missing some ambiguous wording or something.
Weirdboys in the radius receive 30 energy.
Weirdboys in the radius receive 30 energy.
Re: The Codex WIP
hmm I just looked again and its different. I swore it said 60 energy
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Re: The Codex WIP
Batpimp wrote:hmm I just looked again and its different. I swore it said 60 energy
well then windu must have changed it based on your feedback xD

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Re: The Codex WIP
I actually didn't
Not sure how it could have been 60 before
Not sure how it could have been 60 before
Re: The Codex WIP
Wise Windu wrote:I actually didn't![]()
Not sure how it could have been 60 before
hmmm
then there are two possibilities
#1: batpimp is a dumb dumb
or
#2: you've edited the codex so much that you changed it from 60 to 30 without realizing. like sleep walking, but coding instead of dreaming.

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Re: The Codex WIP
The damage type for Eldar Rangers is missing (same for Sniper scouts). I guess it is because of the Sniper changes.
I hope its easy to fix, or is the damage type completly new?
I hope its easy to fix, or is the damage type completly new?
Re: The Codex WIP
http://www.dawnofwar.info/forum/viewtopic.php?f=3&t=1061Lichtbringer wrote: or is the damage type completly new?
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Re: The Codex WIP
Should have that fixed soon. Here's the damage type: http://www.dawnofwar.info/elite/damaget ... =sniper_hi
Re: The Codex WIP
Grey Knights Rhino is listed as having a unit health value of 900 but individual model health value of 650. I can't remember which is correct. http://www.dawnofwar.info/index.php?page=elite/rhino
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Re: The Codex WIP
I'll fix it when I have more time, probably this weekend. There are some other things I want to fix too, and I like to do them in bulk
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Re: The Codex WIP
Fixed.
Also, sniper weapon family and damage types are now fixed and correct. woo
Also, sniper weapon family and damage types are now fixed and correct. woo
Re: The Codex WIP
I would like information on how much damage does the Frag Assault on the Land Raider Redeemer do.
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Re: The Codex WIP
LRR frag assault ability info added
Re: The Codex WIP
1.
for the swarm lord is this still valid?
http://dawnofwar.info/index.php?page=elite/swarmlord
Basic Synapse
Reduces the received ranged and melee damage, and received suppression of non-Warrior, non-hero Tyranids by 20%. Ranged damage reduction is increased to 24%/28%/31% at level 2/3/4. Also increases Tyrant Guard speed by 1.5 and makes Rippers immune to suppression. Radius 32. Passive ability.
2. is this ability knock back?
Reflective Chitin
Any unit that attacks the Swarmlord in melee has a 10% chance of being knocked back. Passive ability.
for the swarm lord is this still valid?
http://dawnofwar.info/index.php?page=elite/swarmlord
Basic Synapse
Reduces the received ranged and melee damage, and received suppression of non-Warrior, non-hero Tyranids by 20%. Ranged damage reduction is increased to 24%/28%/31% at level 2/3/4. Also increases Tyrant Guard speed by 1.5 and makes Rippers immune to suppression. Radius 32. Passive ability.
2. is this ability knock back?
Reflective Chitin
Any unit that attacks the Swarmlord in melee has a 10% chance of being knocked back. Passive ability.
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Re: The Codex WIP
1. Technically, but since the SL doesn't level, I guess it doesn't matter.
2. Weapon knockback
fixed
2. Weapon knockback
fixed
Re: The Codex WIP
For the Redeemer
http://dawnofwar.info/index.php?page=el ... r_redeemer
can you please add a spot to inform people of the fact that units WITHIN the LRR heal faster?
for example. termies regen super fast inside.
http://dawnofwar.info/index.php?page=el ... r_redeemer
can you please add a spot to inform people of the fact that units WITHIN the LRR heal faster?
for example. termies regen super fast inside.
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