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fear [2020/05/04 23:44] mergele created |
fear [2023/06/27 20:12] loggy updated for the post-overflow fix change |
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- | ====== | + | ====== Fear ====== |
- | Fear is effectively an aura with the fear value being the area of effect. Units hit by a fear effect will get a penalty to their morale. Also all squads of who one or more units have been affected by fear will take a morale check and if they fail rout. A unit can only be affected by one fear aura per turn and a squad will only take one fear-induced moral check per turn. | + | |
- | The morale debuff decays at a non-linear rate. | + | |
- | Famously not even Illwinter knows the exact mechanics of how Fear works. | + | A fear effect temporarily lowers [[morale]] by its damage value, to a maximum penalty of -5. This penalty is halved every round, rounded towards zero. Additionally, |
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+ | Fear effects come from a variety of sources, including weapons, spells such as ?? | ||
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+ | Regardless | ||
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+ | ==== Fear effect mechanics ==== | ||
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+ | Fear comes in two forms. Both versions apply the cumulative penalty to morale, but differ in their ability to force morale checks. The common, potent version used by all other effects adds 1000 morale problems to all squad members, and then adds a further 1000 to the morale problems of the affected unit. The weaker version is used only by the Howling Bows wielded by ??Ancestor Vessels??, and adds 1 to the " | ||
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+ | A squad is guaranteed to take a morale check if any member has a morale problems value that is 10000 or higher. Lower values may cause checks but are subject to more requirements. | ||
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+ | Notably, the morale problems addition is independent of the strength (or damage value) of a fear effect, which determines how much temporary morale penalty to add. As such, once the threshold of 10000 morale problems is reached on a squad, further fear effects will serve only to lower the squad' | ||
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+ | === Aura considerations === | ||
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+ | Despite what is claimed in the manual, the area of effect of a fear aura is hardly changed over the feasibly obtainable range of fear values. Like all other [[auras]], it requires a value of 25 or higher to hit further than a single square from the origin, and values instead alter the expected number of squares hit per turn. | ||
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+ | However, as hitting any member of a squad 9 times with a fear effect is sufficient to cause the squad' | ||
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+ | As the number of enemy troops per square is variable, the amount of fear effects required to reach this threshold of diminishing returns is somewhat variable. Additionally, | ||
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+ | FIXME There are probably ways to calculate the probability of hitting 10000 morale problems in some situations, like lines of troops, or a lone thug surrounded on all sides by enemies, which may be interesting and add some useful insight to this article | ||
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+ | {{tag> |