The Codex WIP

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Re: The Codex WIP

Postby lolzarz » Mon 15 Sep, 2014 5:23 am

The health bonuses from the Lord Commissar's Bionic Eye and the Inquisitor's Interrogator's Armor is not mentioned in the respective tabs; unless, of course, neither offers a health bonus in the first place, despite being armor slot wargears. The terminator, chaos terminator and terminator assault squads have data for leveling up, despite them not being able to level.

PS. Could the amount of XP required for leveling for all units and from reviving heroes be mentioned in the Codex?
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Re: The Codex WIP

Postby Wise Windu » Mon 15 Sep, 2014 6:41 am

Neither give a health buff.

I'll fix the non-leveling things. Already did the Assault Terminators.

The XP information is here: http://www.dawnofwar.info/index.php?pag ... sary#level

It's linked from 'Codex Tutorial' at the bottom of the main Codex page.
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Re: The Codex WIP

Postby lolzarz » Mon 15 Sep, 2014 2:22 pm

Vanguard veterans are listed has having 1.5 health regen, like standard terminators. Seeing as that was not in the previous patch log, is this an oversight, or intended?
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Re: The Codex WIP

Postby Wise Windu » Mon 15 Sep, 2014 3:06 pm

It's intended. Pretty sure they've been that way since they were added into the game. Or at least for a while.
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Re: The Codex WIP

Postby lolzarz » Wed 17 Sep, 2014 4:40 am

The Summon Autarch ability in the Eldar heroes' entry state that summoning her after she uses skyleap (the one that removes her from the map) is 150 red, but the skyleap ability on the Autarch's page itself states that it costs 100 red to summon her again.
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Re: The Codex WIP

Postby Wise Windu » Thu 18 Sep, 2014 3:28 am

Fixed.
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Re: The Codex WIP

Postby lolzarz » Fri 19 Sep, 2014 2:49 am

It may be a good idea to include in the Codex that you can choose where Orbital Bombardment and Rocket Run target, as you cannot do so with Roks, Eldritch Storm, Tyrannoformation and Empyreal Abyss. The fact that Orbital Bombardment lands 3 beams should be added as well.
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Re: The Codex WIP

Postby Lichtbringer » Mon 22 Sep, 2014 12:01 am

In the upgrade tab of the Howling Banshees it says the Exarch has 200 Hp instead of 240.
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Re: The Codex WIP

Postby Dalakh » Mon 22 Sep, 2014 12:03 am

And the mirror swords do 26 dps instead of 54 per hit or so.
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Re: The Codex WIP

Postby Wise Windu » Mon 22 Sep, 2014 12:40 am

lolzarz wrote:It may be a good idea to include in the Codex that you can choose where Orbital Bombardment and Rocket Run target, as you cannot do so with Roks, Eldritch Storm, Tyrannoformation and Empyreal Abyss. The fact that Orbital Bombardment lands 3 beams should be added as well.

Added. Let me know if that's clear.

Lichtbringer wrote:In the upgrade tab of the Howling Banshees it says the Exarch has 200 Hp instead of 240.

Fixed.

Dalakh wrote:And the mirror swords do 26 dps instead of 54 per hit or so.

Not entirely sure what you mean. DPS and damage per hit are two different values. Regardless, the weapon damage and DPS values in the Codex for the Banshees and their Exarch are correct.
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Re: The Codex WIP

Postby Dalakh » Mon 22 Sep, 2014 1:10 am

Wise Windu wrote:
Dalakh wrote:And the mirror swords do 26 dps instead of 54 per hit or so.

Not entirely sure what you mean. DPS and damage per hit are two different values. Regardless, the weapon damage and DPS values in the Codex for the Banshees and their Exarch are correct.


Well it is said that the exarch with aspect of fleetness does 26 dps and 35 dph same as a basic banshee, that doesn't sound right to me, I think the exarch is supposed to do something like 54 dps (i confused myself with the values but yeah it's dps). So maybe she does 35 dph but hits twice as fast I dunno. Also pretty sure the exarch never has a pistol.

And I was on a stream earlier we discussed that heretics actually have a melee skill of 75 rather than 70.
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Re: The Codex WIP

Postby Wise Windu » Mon 22 Sep, 2014 1:37 am

Ah, oops. When the Aspect of Fleetness/Strength is upgraded, the pistol is removed. She has a pistol before the upgrade, though, the same loadout as normal banshees. I fixed it.

Dalakh wrote:And I was on a stream earlier we discussed that heretics actually have a melee skill of 75 rather than 70.

Do you mean that you believed that this value was wrong? They do actually have 75 melee skill. :shock:
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Re: The Codex WIP

Postby Dalakh » Mon 22 Sep, 2014 4:26 pm

In the stat page it says 70 but the leveling page says 75.
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Re: The Codex WIP

Postby Wise Windu » Fri 03 Oct, 2014 1:46 am

Fixed. Not sure why they were different before.
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Re: The Codex WIP

Postby Arbit » Fri 17 Oct, 2014 10:14 pm

http://www.dawnofwar.info/index.php?page=elite/lictor_alpha

On the wargear page of the lictor alpha, it says the Toxin Miasma claw grants the Toxin Miasma ability but the ability no longer exists AFAICT.
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Re: The Codex WIP

Postby Dalakh » Fri 17 Oct, 2014 11:05 pm

btw the autarch has an on-kill inspiration effect so I guess she inspires on kill (duh), which is not mentioned in the codex. :)
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Re: The Codex WIP

Postby Wise Windu » Wed 22 Oct, 2014 2:19 am

Arbit wrote:http://www.dawnofwar.info/index.php?page=elite/lictor_alpha

On the wargear page of the lictor alpha, it says the Toxin Miasma claw grants the Toxin Miasma ability but the ability no longer exists AFAICT.

Fixed

Dalakh wrote:btw the autarch has an on-kill inspiration effect so I guess she inspires on kill (duh), which is not mentioned in the codex. :)

Added
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Re: The Codex WIP

Postby Crewfinity » Wed 22 Oct, 2014 10:10 pm

on the website, it says that adrenal glands gives the lictor 100 health, 100 energy, and 1 e/s regen.

in game it says it gives 100 health, .1 health regen, 50 energy, and .2 energy regen. these are the right values as far as i can tell.

Also, does the GK dreadnought inspire on melee kill?
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Re: The Codex WIP

Postby Wise Windu » Thu 23 Oct, 2014 12:01 am

Crewfinity wrote:on the website, it says that adrenal glands gives the lictor 100 health, 100 energy, and 1 e/s regen.

in game it says it gives 100 health, .1 health regen, 50 energy, and .2 energy regen. these are the right values as far as i can tell.

Fixed


Crewfinity wrote:Also, does the GK dreadnought inspire on melee kill?

Only when upgraded to the Claw. Added that in.
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Re: The Codex WIP

Postby Dark Riku » Fri 24 Oct, 2014 1:05 am

More of a balance concern if it doesn't. It should inspire on any melee kill like the SM dreadnought imo.
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Re: The Codex WIP

Postby BaptismByLoli » Mon 27 Oct, 2014 11:23 am

Wraithlord is incorrectly referred to as Infantry
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Re: The Codex WIP

Postby Wise Windu » Tue 28 Oct, 2014 1:34 am

Fixed
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Re: The Codex WIP

Postby Ven » Mon 10 Nov, 2014 7:06 am

not sure if this is intended or not.

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http://www.dawnofwar.info/index.php?pag ... leman_russ
i found it when i was curious what damage type the vanquisher does.

does it really do plasma cannon damage or...?
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Re: The Codex WIP

Postby Swift » Mon 10 Nov, 2014 12:22 pm

I think it does do plasma cannon damage and I think that is intended so that will also do decent damage to single target infantry.
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Re: The Codex WIP

Postby Ven » Mon 10 Nov, 2014 3:16 pm

Swiftsabre wrote:I think it does do plasma cannon damage and I think that is intended so that will also do decent damage to single target infantry.


well when i click on the vanquisher cannon this page comes up

Image

but when i click on the executioner this comes up

Image

different pages yet listed as the same damage type, does vanquisher have a unique damage type or is this wrong like i thought?
and just as a side note, the weapon family "Autocannon_av" only has one weapon in it, and that is the vanquisher. also it hasnt listed a damage type on the stats page of the weapon itself.
plasma_cannon_pvp has a 1.5 damage modifier to heavy and super heavy infantry, so surely if this was correct people would get the vanquisher rather than the executioner in almost every situation as it does more damage and is more bursty?
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Re: The Codex WIP

Postby Torpid » Mon 10 Nov, 2014 5:36 pm

Well there are two massive advantages with the vanquisher over the executioner.

Firstly the executioner has longer range. This makes it very very good in tank battles as you can imagine and in general makes the Leman harder to kill than it already is, which is very nice. Secondly the executioner fires in bursts, again, this makes it very effective in tank battles as it can fire a shot off from long range doing good damage then back off. Similarly it can contribute to fights, bleeding enemy models without needing to stick around which makes it harder to kill. Essentially then, this is a very defensive upgrade and it specialises at vehicular supremacy - very little other than a land raider phobos can stand up to a vanquisher LR on the battlefield, assuming proper support from both sides. The downside to the executioner is that you lose all splash damage and end up with a lower dps than the vanquisher.

The vanquisher on the other hand is the go to upgrade for anti-infantry affairs. It has really wicked awesome dps, especially vs HI/SHI and it has good splash too so it really melts infantry. If the opponent opts for an avatar/guo instead of a phobos/fire prism the vanquisher is a very good choice. Its dps can make it terrifyingly good vs melee walkers too, or snared vehicles, but it has shorter range than the executioner so it's risky to use it vs such things. The vanquisher is generally a great choice vs tyranids/orks as it will pop synapse creatures terrifyingly fast and vs orks it slaughters all their troops including nobs and it the looted tank/battle-wagon don't really have the dps to scare it away, unlike (chaos) space marine las-preds or eldar fire prisms (which instead get more range so naturally they will hit you more than you hit them so you want the extra durability).

If you feel you want something a bit inbetween - something to be useful vs tanks, but not too risky, but also something quite effective vs mobs of infantry then just stick with the default gun. It has normal range for a tank but it fires in bursts so it can back off sooner than the vanquisher. It also retains its splash unlike the executioner. To compensate for that it has less range than the executioner and less dps than the vanquisher.
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Re: The Codex WIP

Postby Ven » Mon 10 Nov, 2014 6:29 pm

Torpid wrote:Well there are two massive advantages with the vanquisher over the executioner.

Firstly the executioner has longer range. This makes it very very good in tank battles as you can imagine and in general makes the Leman harder to kill than it already is, which is very nice. Secondly the executioner fires in bursts, again, this makes it very effective in tank battles as it can fire a shot off from long range doing good damage then back off. Similarly it can contribute to fights, bleeding enemy models without needing to stick around which makes it harder to kill. Essentially then, this is a very defensive upgrade and it specialises at vehicular supremacy - very little other than a land raider phobos can stand up to a vanquisher LR on the battlefield, assuming proper support from both sides. The downside to the executioner is that you lose all splash damage and end up with a lower dps than the vanquisher.

The vanquisher on the other hand is the go to upgrade for anti-infantry affairs. It has really wicked awesome dps, especially vs HI/SHI and it has good splash too so it really melts infantry. If the opponent opts for an avatar/guo instead of a phobos/fire prism the vanquisher is a very good choice. Its dps can make it terrifyingly good vs melee walkers too, or snared vehicles, but it has shorter range than the executioner so it's risky to use it vs such things. The vanquisher is generally a great choice vs tyranids/orks as it will pop synapse creatures terrifyingly fast and vs orks it slaughters all their troops including nobs and it the looted tank/battle-wagon don't really have the dps to scare it away, unlike (chaos) space marine las-preds or eldar fire prisms (which instead get more range so naturally they will hit you more than you hit them so you want the extra durability).

If you feel you want something a bit inbetween - something to be useful vs tanks, but not too risky, but also something quite effective vs mobs of infantry then just stick with the default gun. It has normal range for a tank but it fires in bursts so it can back off sooner than the vanquisher. It also retains its splash unlike the executioner. To compensate for that it has less range than the executioner and less dps than the vanquisher.


i think you're confusing the two. executioner is rapid firing plasma cannon, vanquisher is the AV weapon (i think it has longer range? i dont know. dont play IG that often). but thats not my point. my point is that the codex says they both have exactly the same damage type, which cant be right otherwise the vanquisher would always be the go-to option regardless of what you're up against. isnt the vanuqishers damage type explosive or something? because that has the same damage modifiers as plasma cannon damage vs vehicles, but the codex says the vanquisher does 150(35dps) plasma_cannon_pvp damage; where as the executioner is 27(33dps) plasma_cannon_pvp damage.
the default gun is explosive and is 120(17dps) so the vanquisher shouldnt be a desirable choice if it really is plasma cannon damage right?
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Re: The Codex WIP

Postby Ace of Swords » Mon 10 Nov, 2014 6:43 pm

The vanquisher does autocannon pvp, the executioner plasma cannon pvp

Here http://www.dawnofwar.info/index.php?pag ... leman_russ is probably just a mistake.

But still, the executioner has a great splash damage that rapes any kind of heavy infantry, that's not taken into account on the dps as both consider only single target damage, in that case, obviously the vanquisher is better but it has 0 splash.
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Re: The Codex WIP

Postby Torpid » Mon 10 Nov, 2014 8:38 pm

Indeed, it will be a mistake on the main page. The weapon's specific pages give it.

Still what I said is applicable in that even if the weapons had the same damage type that wouldn't change the burst fire mechanics/range of the weapons/splash of the weapons/ base dps of the weapons.
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Re: The Codex WIP

Postby Wise Windu » Tue 11 Nov, 2014 3:43 pm

The vanquisher does autocannon_av damage I think, which actually doesn't seem to have a proper page. That's probably why it's showing up as plasma cannon, just defaulting to a value that exists in the database or something. I'll see what I can do about that.

Also, if we could avoid discussing balance/strategy in this thread, that would be good. This is a feedback thread and I have to go through it to find stuff.

It was a good talk though.

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