"Dying is for the weak... and mortals" - Mannfred von Carstein, maybe. "I tried dying once. Don't recommend it, 0 stars on 5. You won't see me dying again soon, that I can tell you!" - Vlad von Carstein, surely. "Me and my husband tried dying together... Well, it is certainly the worst of ideas for a honey moon. Next time, instead, we'll get back to dining at a blood feast like in our last 4832 wedding anniversaries, it never gets old. Sylvania has such good places for it." Isabella von Carstein, definitely. "Dying is that new thing some youngsters try, nowadays. Hopefully, the trend will pass, it's pretty cringe... I might be called an old fart for saying this, but you'll never see me try it." W'soran, seemingly. "As usual, like for any kind of activity, some people will call me a cultural swine, an ignorant, or even a MONSTER for not trying it... But I don't see why I should be treated as a weirdo just because I don't like dying. It just isn't my thing, you know?" Ushoran, apparently. "Dying is for coward, unnoble wretches and honourless curs." Abhorash, certainly. "Death? You mean... dying? Oh, darling, only people with poor taste die... And I have the finest taste! Especially for blood... By the way, can you come closer along your neck?" - Neferata, truly. "Only landlubbers die. It's their lot after all. But that's not for us, hardened sailors, arrrrrrrh!" Noctilus von Carstein, presumably. "None of my 13 selves, even the maddest ones, would ever think of a such a terrible idea like ... dying. It goes to tell you how much of a stupid and crazy idea it is." Luthor Harkon, plausibly. "Actually, I wrote a song about this topic. It's titled "Dying Sucks". Let me sing it to you. *Note: recording device suffered a breakdown at this point." Cylostra Direfin, believably. "Dying is not worthy of anyone. And certainly not of the MIGHTY SETTRA, King of Kings, High King of Nehekhara, Khemrikara... *the interviewee goes on for a while from this point onward*" Settra the Unperishable, indubitably. "Even if my King asked me to die, I would tell him to go fuck himself. I hope this hints at how much dying stinks!" Khatep, doubtlessly. "Asaph prevented me from dying when I had the opportunity. If the fact that a FREAKING goddess went out of her way to prevent me from dying doesn't make you realize how grotesque and terrible it is to die. I don't know what else you need... I'll admit that my cousin was at least completely right on that point." Khalida, most likely. "My Master has spent CENTURIES vying for the right of people to not die. You've got to admire his dedication. And somewhat appreciate how much of an awful concept dying is. I'll certainly follow my boss on that one, and not by loyalty." Arkhan, presumptively. "I have learned and experienced many things in my life. And dying is certainly not something I want to learn anything about. Even my good ol' bonehead of a Krell wouldn't want to try it, and he's a daredevil, I tell you. Isn't that right, Krell ?" Kemmler, assumably. "Me and my brothers we always did things together and had the same taste. Until the day they suddenly, for no reason at all, completely out of the blue; decided to die. Let me tell you that I certainly did not follow them in their new wild idea. Thankfully they have changed their mind since then and we're back to having good fun all together, between brothers." Hellman Ghorst, positively.
You should also keep the Lore passive in mind when casting spells, especially with Earth Blood. The passive Life Bloom gives 0.2% healing for 5 seconds to all your units map wide. So if you don't overcast Earth Blood, you can cast it twice as often and get more healing overall. Casting regular Earth Blood 10 times over the course of a battle instead of overcasting it 5 times gives you 5% extra healing to all your units, plus you avoid potential miscast damage. This is even more significant in campaign since you can reduce the cost of Earth Blood to 4. In a long battle with high Winds of Magic reserves, you can end up casting 15 - 16, even 20, Earth Bloods and end up with 10% extra healing compared to overcasting.
Most of the passive spells are very good in campaign per reducing the cost of cheap spells. That is why I really like the passive spells of Lore of the Deep.
Zerk you can't multiply percentages like that. If it heals 11.2% of the HP of a single unit, then it will still only heal 11.2% of four units, because the maximum amount of hitpoints also gets multiplied x4.
New players tend to underestimate the value of the Vigor refresh. Going from Exhausted to Fresh, as all units will be by the late game of most battles, amounts to a significant buff to most melee and defensive stats. On top of a big heal it turns a debilitated unit into one good to go.
Regrowth sounds bad, but its insane. I only realised how strong Vigour was after getting Louen once to stand away from combat for about 30 seconds, popping Foe Seeker and then return to combat.
something you didnt point out on awakening of the wood is since its an explosion it will desorganize enemy unit making them more vulnerable to charges or allow caracters stuck in melee to flee, idk if it was an oversight or if its too much niche to be noted but i think it should be known.
also in the late game that vigour top up is invaluable for those down to the wire duels; you're the one who taught us how debilitating the exhausted debuffs are ;)
I definitely like this style of magic Lore review. I've seen others that will rank them and whatnot, but don't really get into the nuts and bolts of each spell and how best to use them. Looking forward to seeing which one you cover next!
I always find melee damage reflection is better on chaff units, or low tier infantry that are being charged. For example you can do INSANE amounts of damage to blood knights, grail guardians, etc any high tier cav by over casting curse of the leper on nurglings / a low value unit and having them suicide into an enemy to get 40-45% hp off of them, way more than what they could've done if they just stayed in melee.
There was actually a busted strat early on in IE where you could cast it on peasants as Bretonnia and they'd just melt anything they touched, it was hilarious
I've heard Chaos Spawn pretty much insta-kill themselves against chaff with damage reflection because of how many units their attacks hit. Keep forgetting to actually test that myself though.
The reason that Dwellers says it is good against a single entity is the contact effect damage is done to 1 model. I did some math on this a few weeks ago to compare it to similar spells. Note, numbers are including the extra tick of spells on application. Single target portion: Final Transmutation deals an average of 895.5 damage for 18 WoM (49.75 / WoM). It deals 1691.5 for 28 WoM when overcast (60.41 / WoM). Dwellers on Characters deals an average of 456 damage for 17 WoM (26.82 / WoM). About 53.9% as efficient as normal or 44.4% as efficient as overcast, but also having a slow. AoE portion: Talons of Night deals 60 damage for 14 WoM (4.29 / WoM) or 96 for 21 WoM when overcast (4.57 / WoM). Dwellers on units deals 64 damage for 17 WoM (3.76 / WoM), but also dealing an average of 24.5 extra to 16 models. About 87.65% as efficient as normal or 82.28% as efficient as overcast. Again considering the slow and also having 16 models taking roughly 24% of their health extra (Elite infantry usually have between 75 and 131 health for an average of 103).
Infantry units that have lost men really should have an UI indication to mark the max health they can get healed on, similar to the "used up healing pool" notch does. Also it sucks that WH3 for no reason and with no comment took away with the healing pool cap icon to the right of the health bar in the unit tab.
All the spells seem to combo in well together - send in a single entity as bait, throw Shield of Thorns, Flesh to Stone and Regrowth on them if they duel enemy single entities, or a Dwellers Below underneath them if they form a blob of high value targets looking to kill an overextended target of opportunity.
Zerkovich Produces great videos The big Z Produces videos that are so much better than anyone else's. They are well scripted, they are well thought out, they are well researched, and the quality of the game video is better than anyone else's. Please keep up this quality standard. I know it must take you a huge amount of time. Please don't be tempted to sink to the quickly produced videos that some other channels provide. I still miss the videos that you used to do of actual battles. No one else does good quality videos of battles with explanations any more.
I like using this lore at the end of a battle. On my heroes and lords especially. Don’t need to spend multiple turns healing when I can throw out regeneration and earth blood a few times at triple speed as the enemy retreats.
Im here to inform all the lizardman players out there of a corbercase use of regrowth and in lesser extend eartblood. The rev-crystal bastilodon can revive units, becouse resurecction only occures when all existing models have full health and the ability has quite a long duration you can combine it with regrowth on temple guards and horned ones for great effect. Using it on normal saurus and skinks is still mostly a waste tho.
Shield of thorns is a pure damage spell for me. Example: when I see some black orks or berserks chewing through my spearmen or sth. There is no point in buffing or healing them, they are dead, can't save them. Black orks are in a line so no real point in using the explosions either. But you can throw overcasted shield of thornes, amd you bet this unit jused up on charge bonus is going to do a lot of burst damage, to my unit but now also to themself hehehe
I'm afraid I disagree with your calculation at 2:00 and 2:20. Healing 5% hp on 4 units doesn't bring back 20% health. It still heals 5%, because it's a ratio and not a raw value. 200 hp out of 4000 is 5%, 800 hp out of 16000 is still 5%. Beyond that, keep up your nice work! :)
Regrowth can be really good on infantry, even with high model count. Some spells can take off 50%-60% of a units health but doesnt do enough damage to kill any units. Regrowth will be 100% effective. Obviously you dont want to cast this on chaff and aim for more elite infantry. Monsterous cavalry can also highly benefit from regrowth. Demi's, Hippo's etc.
Your math and statement on the healing spell is least incomplete ( 2:03 ) if not most likely confusing to some people ill bet. At least as far as I understand the tooltip. Let me explain. 1 target Heal = 5,6% out of a 100% Unit health - correct -> That has little to do with your armies total health pool 4 targets heal = 22,4% out of 100% - wrong -> its 22,4% out of 400% of unit health Absolute numbers abstract example: - Army of 4 identical units - single unit Unit HP 1000 => army has a total of HP 4000 Healing 1 target restores 56 HP => 56 / 40 = 1,6% of your armies total health is restored Healing 4 targets restores 224 HP (56 *4) => 224 / 40 (one percent of 4000 - your armies total health) = 5,6% of your armies total health is restored That is at least what i understand of the statement "affects allies in range (max: 4)" Your statement there assumes the multiplier of effective healing is applied to each unit. Is this the case and the tooltip is wrong? Cheers
@@5chr4pn3ll The nerf took it from one of the best to not even close. That is what I am saying. It's now in line with other stationary vortexes with slightly lower damage for lore of life reasons or so. What I'm saying is "Dwellers Below is one of the strongest damage spells in the game atm." is no longer accurate. Changed in November 2022. Went ahead and checked since you couldn't be arsed.
2:28 But it's not "22.4% of healing to your army", nor is it "44.8% HPs worth of healing to 4 units". It's the equivalent heal of 22.4% or 44.8% to ONE unit, if you hit 4 units. It's exactly 5.6% and 11.2% to each. So x4 doesn't provide more healing, it simply provides healing to more units.
Hey Zerk, love the vids. I know you've done a few series comparing various factions troops against one another, but how about a series where you test out spells vs each other? I don't necessarily mean the damage spells, as they're pretty straight forward, but how about some of the buff/debuff spells? Get two identical units fighting one another, buff one with Shield of Thorns for example and see how much of a difference it makes. Then do the same fight but with an early cast of Earthblood and so on to see which buffs/non-damage spells make the biggest difference.
I believe you need to add 1 or 2 extra ticks to each duration spell since I believe it does 1 tick upon cast and one tick upon ending. Might be wrong but I think that is the case.
You didn't mentioned that awakening of the woods can be used ti damage units on a wall I found shield of thorns useful in infantry engagements, if many models are hitting many models the damage they suffers is considerable. I hope you could gove some calculations on that.
I'd say the best use of shield of thorns is on a cheap and weak unit, that takes a lot of damage quickly (like peasants) whilst they fight a much more expensive unit.
Shield of Thorns if you can get WoM cost down, the upgraded is worth it on infantry. Since each infantry unit that hits yours, takes 28 damage per hit. Meaning its across the entire front line of units fighting each other, ie, around 25 units fighting, so 25 x 28 dmg per hit, ~700 dmg. Over duration of spell, possibly 6 hits, or ~4200 dmg. That's about 42% of elite infantry HP, or 50% of typical infantry HP.
Did they change the DoT from dwellers. It was my understanding the initial damage is bad on songle targets but good for groups, but the DoT is the opposite, doing massive gamage to high hp targets like single intities.
Awakening of the wood could be nice against a missile cav unit, losing that bit of speed would make them easier for a unit like doggos or your own cav to take them out. Might be able to hit them as they post up and start firing.
since I am no multi player guy I always wondered: should spells with a fixed dmg value like spirit leech get a % dmg instead (or in addition to) of a fixed dmg value? the heal changes seem really poorly balanced and quite in their favor in comparison or do I overlook something here which justifies the comparable amount of Winds of Magic used to make a few hundred points dmg OR used to make up to a few thousand points of healing?
Can you use multiple spells on one unit in a critical position, or do buffs not stack? Like if you had your best melee unit in a chokepoint and you started slinging spells at it, would each spell replace the last one, or would it stack?
Reviving dead models is literally what Regrowth did on the table though. I was disappointed way back when I first saw 'Oh, its just another heal spell in this game.'
As a player of an old version of the tt game wtf are Dwellers Below and Awakening Of The Wood doing in the jade set? DB was light and AOTW was amber! Why does jade or 'life' have attack spells? Although it did have one that knocked a target back doing damage to anything in it's path.
Shield of Thorns was awesome once, when it gave Physical Resistance instead of Deflection. Let weaker units actually stand a chance and strong units became even stronger. Now it's just pants.
Thorns is great on dread saurians. They are easy to hit and get attacked sooooooo often. Their hitbox betrays them truly. Still, its too expensive. You pay with hp and magic. Weird spell. Fun but weird. Better dwell on it more.
Light Magic has a few spells that specifically have extra effects on Undead or Daemon units, the Tomb Kings are generally weak to fire, and Fire on the whole generally does well against them, but the undead don't have any reverse healing effect, and if an undead faction gets a bound life spell somehow or has an ally that can cast it, they get healed by it too.
Usually but it depends. Some beefier multi model units can actually get good health off it, and it can help an infantry unit hold for longer. For the Lizardmen specifically, if combined with the Bastiladon Rev Crystal, then the Rev crystal only actually resurrects units once all the models in the unit are at full health, so an earth blood to top the unit off, to get maximum unit returns is a good idea
Your math on Earth Blood is off. If you use Earth Blood on 4 units, you will not be healing 22,4% of the army's hitpoints. You won't even be healing 22,4% of the hitpoints of those 4 units. You will be healing 5.6% of the total hitpoints of those 4 units. So with an easy example let's say you have a unit with 10 000 HP (let's say SEM so no dead models). It will heal 560 HP. If you use it on 4 such units you will heal a total of 2 240/40 000 HP, so 5,6% (plus whatever Life Bloom will give you). By the same logic your "44,8%" is completely off as well. It's not 44,8% healing to 4 units. It's 11,2% healing to 4 units.
@@mmorkinism This Any of the tooltip suggestions aren't hard rules, they're just generally explaining how to effectively use the way the spell or effect works. They're not even always right.
I use the thorns and heal on my great weapons when they’re fighting other great weapons. They stay topped up and are basically doing double damage to the enemy unit. Is it a lot of winds? Yes but a weaker unit can compete with chosen doing this.
Dwellers below is probably the single best spell from any lore in the entire game right now! When playing as woodelfs once you start getting into treekin you can cast it on your own units and the lore of life passive will almost out heal the damage they are taking from it as it eats up the enemy chaff that have surrounded you. Also it is worth noting that magical weapons will completely negate the benefits of flesh to stone
“You cannot heal dead men”
“And I took that personally”
-Nagash probably
"Dying is cringe" - Neferata
"Dying is for the weak... and mortals" - Mannfred von Carstein, maybe.
"I tried dying once. Don't recommend it, 0 stars on 5. You won't see me dying again soon, that I can tell you!" - Vlad von Carstein, surely.
"Me and my husband tried dying together... Well, it is certainly the worst of ideas for a honey moon. Next time, instead, we'll get back to dining at a blood feast like in our last 4832 wedding anniversaries, it never gets old. Sylvania has such good places for it." Isabella von Carstein, definitely.
"Dying is that new thing some youngsters try, nowadays. Hopefully, the trend will pass, it's pretty cringe... I might be called an old fart for saying this, but you'll never see me try it." W'soran, seemingly.
"As usual, like for any kind of activity, some people will call me a cultural swine, an ignorant, or even a MONSTER for not trying it... But I don't see why I should be treated as a weirdo just because I don't like dying. It just isn't my thing, you know?" Ushoran, apparently.
"Dying is for coward, unnoble wretches and honourless curs." Abhorash, certainly.
"Death? You mean... dying? Oh, darling, only people with poor taste die... And I have the finest taste! Especially for blood... By the way, can you come closer along your neck?" - Neferata, truly.
"Only landlubbers die. It's their lot after all. But that's not for us, hardened sailors, arrrrrrrh!" Noctilus von Carstein, presumably.
"None of my 13 selves, even the maddest ones, would ever think of a such a terrible idea like ... dying. It goes to tell you how much of a stupid and crazy idea it is." Luthor Harkon, plausibly.
"Actually, I wrote a song about this topic. It's titled "Dying Sucks". Let me sing it to you. *Note: recording device suffered a breakdown at this point." Cylostra Direfin, believably.
"Dying is not worthy of anyone. And certainly not of the MIGHTY SETTRA, King of Kings, High King of Nehekhara, Khemrikara... *the interviewee goes on for a while from this point onward*" Settra the Unperishable, indubitably.
"Even if my King asked me to die, I would tell him to go fuck himself. I hope this hints at how much dying stinks!" Khatep, doubtlessly.
"Asaph prevented me from dying when I had the opportunity. If the fact that a FREAKING goddess went out of her way to prevent me from dying doesn't make you realize how grotesque and terrible it is to die. I don't know what else you need... I'll admit that my cousin was at least completely right on that point." Khalida, most likely.
"My Master has spent CENTURIES vying for the right of people to not die. You've got to admire his dedication. And somewhat appreciate how much of an awful concept dying is. I'll certainly follow my boss on that one, and not by loyalty." Arkhan, presumptively.
"I have learned and experienced many things in my life. And dying is certainly not something I want to learn anything about. Even my good ol' bonehead of a Krell wouldn't want to try it, and he's a daredevil, I tell you. Isn't that right, Krell ?" Kemmler, assumably.
"Me and my brothers we always did things together and had the same taste. Until the day they suddenly, for no reason at all, completely out of the blue; decided to die. Let me tell you that I certainly did not follow them in their new wild idea. Thankfully they have changed their mind since then and we're back to having good fun all together, between brothers." Hellman Ghorst, positively.
@@Indolthir "Dying is essential if you want some nice colours for your uniform." Empire greatsword, absolutely.
A necromancer is just a healer who doesn't give up easily.
"You cannot heal dead men"
wait whaaaat?
Heinrich Kemmler: "Hold my beer."
You should also keep the Lore passive in mind when casting spells, especially with Earth Blood. The passive Life Bloom gives 0.2% healing for 5 seconds to all your units map wide. So if you don't overcast Earth Blood, you can cast it twice as often and get more healing overall. Casting regular Earth Blood 10 times over the course of a battle instead of overcasting it 5 times gives you 5% extra healing to all your units, plus you avoid potential miscast damage.
This is even more significant in campaign since you can reduce the cost of Earth Blood to 4. In a long battle with high Winds of Magic reserves, you can end up casting 15 - 16, even 20, Earth Bloods and end up with 10% extra healing compared to overcasting.
Wonderful information sir. I thank you
Most of the passive spells are very good in campaign per reducing the cost of cheap spells.
That is why I really like the passive spells of Lore of the Deep.
passives like this is why I love Kairos.
Zerk you can't multiply percentages like that. If it heals 11.2% of the HP of a single unit, then it will still only heal 11.2% of four units, because the maximum amount of hitpoints also gets multiplied x4.
Thank you, my math senses were triggered.
New players tend to underestimate the value of the Vigor refresh. Going from Exhausted to Fresh, as all units will be by the late game of most battles, amounts to a significant buff to most melee and defensive stats. On top of a big heal it turns a debilitated unit into one good to go.
It also affects armour values funnily enough, so you're taking even more damage exhausted vs fresh
@@alexscholz3438
maybe the unit is too tired to avoid showing weakspots in the armor
Regrowth sounds bad, but its insane. I only realised how strong Vigour was after getting Louen once to stand away from combat for about 30 seconds, popping Foe Seeker and then return to combat.
@@R_J8
What was the effect?
@@cobrazax He went from Tired to Fresh. Stat penalties went away. You can imagine his efficacy against Tired/Winded/Exhausted units then.
something you didnt point out on awakening of the wood is since its an explosion it will desorganize enemy unit making them more vulnerable to charges or allow caracters stuck in melee to flee, idk if it was an oversight or if its too much niche to be noted but i think it should be known.
also in the late game that vigour top up is invaluable for those down to the wire duels; you're the one who taught us how debilitating the exhausted debuffs are ;)
I definitely like this style of magic Lore review. I've seen others that will rank them and whatnot, but don't really get into the nuts and bolts of each spell and how best to use them. Looking forward to seeing which one you cover next!
I always find melee damage reflection is better on chaff units, or low tier infantry that are being charged. For example you can do INSANE amounts of damage to blood knights, grail guardians, etc any high tier cav by over casting curse of the leper on nurglings / a low value unit and having them suicide into an enemy to get 40-45% hp off of them, way more than what they could've done if they just stayed in melee.
There was actually a busted strat early on in IE where you could cast it on peasants as Bretonnia and they'd just melt anything they touched, it was hilarious
Probably works well on anything with low melee defense. And probably works best when you have a lot of the models in the unit fighting simultaneously.
I've heard Chaos Spawn pretty much insta-kill themselves against chaff with damage reflection because of how many units their attacks hit.
Keep forgetting to actually test that myself though.
Mildly related: I really appreciate that you use playlists so religiously to organize your content. MVP!
I watch awakening of the wood on a daily basis
This a family friendly channel, how you and your boyfriend enjoy your morning isn’t any of our business 😅
Haha that joke cracked me up
@@sherkhead9638 was more talking about myself but yea... lol
Loving the magic uses series. You actually go in depth with each spell, while most UA-cam just read the description.
The reason that Dwellers says it is good against a single entity is the contact effect damage is done to 1 model.
I did some math on this a few weeks ago to compare it to similar spells. Note, numbers are including the extra tick of spells on application.
Single target portion:
Final Transmutation deals an average of 895.5 damage for 18 WoM (49.75 / WoM). It deals 1691.5 for 28 WoM when overcast (60.41 / WoM).
Dwellers on Characters deals an average of 456 damage for 17 WoM (26.82 / WoM).
About 53.9% as efficient as normal or 44.4% as efficient as overcast, but also having a slow.
AoE portion:
Talons of Night deals 60 damage for 14 WoM (4.29 / WoM) or 96 for 21 WoM when overcast (4.57 / WoM).
Dwellers on units deals 64 damage for 17 WoM (3.76 / WoM), but also dealing an average of 24.5 extra to 16 models.
About 87.65% as efficient as normal or 82.28% as efficient as overcast. Again considering the slow and also having 16 models taking roughly 24% of their health extra (Elite infantry usually have between 75 and 131 health for an average of 103).
Infantry units that have lost men really should have an UI indication to mark the max health they can get healed on, similar to the "used up healing pool" notch does. Also it sucks that WH3 for no reason and with no comment took away with the healing pool cap icon to the right of the health bar in the unit tab.
Shield of thorns can be good on chaff, especially peasant mobs because of low MD, so they get hit all the time, and they actually do decent damage
More of these please these are really nice
All the spells seem to combo in well together - send in a single entity as bait, throw Shield of Thorns, Flesh to Stone and Regrowth on them if they duel enemy single entities, or a Dwellers Below underneath them if they form a blob of high value targets looking to kill an overextended target of opportunity.
So satisfying when you get an awakening of the wood perfectly timed on a hexwraith unit. Speed debuff AND no armor? Hell yeah
Zerkovich Produces great videos
The big Z Produces videos that are so much better than anyone else's. They are well scripted, they are well thought out, they are well researched, and the quality of the game video is better than anyone else's.
Please keep up this quality standard. I know it must take you a huge amount of time. Please don't be tempted to sink to the quickly produced videos that some other channels provide.
I still miss the videos that you used to do of actual battles. No one else does good quality videos of battles with explanations any more.
I like using this lore at the end of a battle. On my heroes and lords especially. Don’t need to spend multiple turns healing when I can throw out regeneration and earth blood a few times at triple speed as the enemy retreats.
Im here to inform all the lizardman players out there of a corbercase use of regrowth and in lesser extend eartblood.
The rev-crystal bastilodon can revive units, becouse resurecction only occures when all existing models have full health and the ability has quite a long duration you can combine it with regrowth on temple guards and horned ones for great effect. Using it on normal saurus and skinks is still mostly a waste tho.
Thank you for this video. It really helps a lot.
08:53 laughs in Vampire Counts
Shield of thorns is a pure damage spell for me.
Example: when I see some black orks or berserks chewing through my spearmen or sth.
There is no point in buffing or healing them, they are dead, can't save them.
Black orks are in a line so no real point in using the explosions either.
But you can throw overcasted shield of thornes, amd you bet this unit jused up on charge bonus is going to do a lot of burst damage, to my unit but now also to themself hehehe
I like using shield of thorns or any type of thorns on dumpster infantry that I know are going to get destroyed in melee.
I'm afraid I disagree with your calculation at 2:00 and 2:20. Healing 5% hp on 4 units doesn't bring back 20% health. It still heals 5%, because it's a ratio and not a raw value.
200 hp out of 4000 is 5%, 800 hp out of 16000 is still 5%.
Beyond that, keep up your nice work! :)
Regrowth can be really good on infantry, even with high model count. Some spells can take off 50%-60% of a units health but doesnt do enough damage to kill any units. Regrowth will be 100% effective. Obviously you dont want to cast this on chaff and aim for more elite infantry. Monsterous cavalry can also highly benefit from regrowth. Demi's, Hippo's etc.
Your math and statement on the healing spell is least incomplete ( 2:03 ) if not most likely confusing to some people ill bet.
At least as far as I understand the tooltip.
Let me explain.
1 target Heal = 5,6% out of a 100% Unit health - correct -> That has little to do with your armies total health pool
4 targets heal = 22,4% out of 100% - wrong -> its 22,4% out of 400% of unit health
Absolute numbers abstract example:
- Army of 4 identical units
- single unit Unit HP 1000
=> army has a total of HP 4000
Healing 1 target restores 56 HP
=> 56 / 40 = 1,6% of your armies total health is restored
Healing 4 targets restores 224 HP (56 *4)
=> 224 / 40 (one percent of 4000 - your armies total health) = 5,6% of your armies total health is restored
That is at least what i understand of the statement "affects allies in range (max: 4)"
Your statement there assumes the multiplier of effective healing is applied to each unit. Is this the case and the tooltip is wrong?
Cheers
Dwellers Below is one of the strongest damage spells in the game atm.
Get the enemy to clump up and you can wipe out half their army in 1 cast.
It was nerfed pretty harshly.
@@ruukinen Unless it was nerfed like a week ago it's no different
@@5chr4pn3ll The nerf took it from one of the best to not even close. That is what I am saying. It's now in line with other stationary vortexes with slightly lower damage for lore of life reasons or so.
What I'm saying is "Dwellers Below is one of the strongest damage spells in the game atm." is no longer accurate.
Changed in November 2022. Went ahead and checked since you couldn't be arsed.
2:28 But it's not "22.4% of healing to your army", nor is it "44.8% HPs worth of healing to 4 units". It's the equivalent heal of 22.4% or 44.8% to ONE unit, if you hit 4 units. It's exactly 5.6% and 11.2% to each. So x4 doesn't provide more healing, it simply provides healing to more units.
Please make more of these! They are very informative!
Thanks for making these magic-lore vids! Super helpful.
Hey Zerk, love the vids.
I know you've done a few series comparing various factions troops against one another, but how about a series where you test out spells vs each other?
I don't necessarily mean the damage spells, as they're pretty straight forward, but how about some of the buff/debuff spells? Get two identical units fighting one another, buff one with Shield of Thorns for example and see how much of a difference it makes. Then do the same fight but with an early cast of Earthblood and so on to see which buffs/non-damage spells make the biggest difference.
"You cannot heal dead men"
counter point: revivification crystal
I believe you need to add 1 or 2 extra ticks to each duration spell since I believe it does 1 tick upon cast and one tick upon ending. Might be wrong but I think that is the case.
There's an extra tick on cast, but not an extra at the end.
The best way to use the lore of life is to end it.
Dwellers Below used to be some first hokage shit.
More Lore of__ Magic Guide Videos!
Thank you! I was hoping for more of these! You just got a sub from me!
Bretonnia hero only run went wild running 2 paladins and a damsel as an army. Single entities can be a bit of a problem but overall fun
You didn't mentioned that awakening of the woods can be used ti damage units on a wall
I found shield of thorns useful in infantry engagements, if many models are hitting many models the damage they suffers is considerable. I hope you could gove some calculations on that.
I'd say the best use of shield of thorns is on a cheap and weak unit, that takes a lot of damage quickly (like peasants) whilst they fight a much more expensive unit.
Shield of Thorns if you can get WoM cost down, the upgraded is worth it on infantry. Since each infantry unit that hits yours, takes 28 damage per hit. Meaning its across the entire front line of units fighting each other, ie, around 25 units fighting, so 25 x 28 dmg per hit, ~700 dmg. Over duration of spell, possibly 6 hits, or ~4200 dmg. That's about 42% of elite infantry HP, or 50% of typical infantry HP.
Did they change the DoT from dwellers. It was my understanding the initial damage is bad on songle targets but good for groups, but the DoT is the opposite, doing massive gamage to high hp targets like single intities.
Awakening of the wood could be nice against a missile cav unit, losing that bit of speed would make them easier for a unit like doggos or your own cav to take them out. Might be able to hit them as they post up and start firing.
since I am no multi player guy I always wondered:
should spells with a fixed dmg value like spirit leech get a % dmg instead (or in addition to) of a fixed dmg value?
the heal changes seem really poorly balanced and quite in their favor in comparison
or do I overlook something here which justifies the comparable amount of Winds of Magic
used to make a few hundred points dmg
OR used to make up to a few thousand points of healing?
Regrowth Is really strong casting it on an exhausted unit. Dont forget they get a massive stat penalty with fatigue.
Excellent guide. Thanks!
Shield of thorns can turn bretonian peasents into caltrops n stakes tho
My body casts Awakening of the Wood every morning
Nice work Zerk!
This was great!!!
great video series. Im often not sure which powers are useful and which are not.
Can you use multiple spells on one unit in a critical position, or do buffs not stack? Like if you had your best melee unit in a chokepoint and you started slinging spells at it, would each spell replace the last one, or would it stack?
after watching this i can't help but giggle when i see the awakening of the wood🤣
Watching that bits about characters being single models...what if they weren't? *insert some multi model legendary hero units*
Not gonna lie.
Skarsnik, and Gotrik and Felix should have been that.
I hope Thanqol gets his goon, too
IIRC Shield of Thorns is great if ya use it on cheap units with horrid MD.
How do you know "Awakening of the Wood" is a porno movie?? 🤔
with just a little bit spell mastery you can get flesh to stone to 80% physical resist.
Nub question. Is there a rule of thumb about whether an offensive spell is good against armored or unarmored bois? Or is it all in tooltips?
It's mostly on the tooltip - if spell's AP is below 50% don't use it on armoured units
"Saving Karl a lot of pain from this doombull."
Rip my homie Taurox.
Awakening of the Wood my favorite spell in Hogwarts
Reviving dead models is literally what Regrowth did on the table though. I was disappointed way back when I first saw 'Oh, its just another heal spell in this game.'
Shield of thorns used to do something different right?
The lore of LiFe
As a player of an old version of the tt game wtf are Dwellers Below and Awakening Of The Wood doing in the jade set?
DB was light and AOTW was amber! Why does jade or 'life' have attack spells?
Although it did have one that knocked a target back doing damage to anything in it's path.
Oh Zerk, my sweet summer mathematician...
i dont have jade wizard on war hamer 3 and i have it in 1 and 2 warhamer please help
i don’t have jade wizard on war hamer 3 but i have it in 1 and 2 please help
10/10 intro
First 5 seconds already laughed twice
Shield of Thorns was awesome once, when it gave Physical Resistance instead of Deflection. Let weaker units actually stand a chance and strong units became even stronger. Now it's just pants.
More lores please!!!
Thorns is great on dread saurians. They are easy to hit and get attacked sooooooo often. Their hitbox betrays them truly. Still, its too expensive. You pay with hp and magic. Weird spell. Fun but weird.
Better dwell on it more.
2:00 That's a strange way to frame the heal spell. It's roughly equivalent to 22.4% heal on a single unit, not the whole army.
im a bit surpirsed they sitll dont an option to show current unit max hp or whatever f or these healing spells
One thing I was confused about. Does Dwellers Below damage friendly units? Do other direct damage spells do that too?
Dwellers does damage allied units. Think of it as a stationary vortex. The "Direct Damage" tag is due to the contact effect.
Easy: send guy to clump up enemies. Cast dwellers. Congrats.
can lore of life magic be dangerous for the vampire counts? or undead
Undead are weak to fire, and the lore of life doesn't have any fire damage, so no, but etherial units like banshees are weak to magic in general.
@@owlboy4923 thanks
Better bring Fire Magic (weakness to fire) or Death Magic (VC characters are really powerful)
Light Magic has a few spells that specifically have extra effects on Undead or Daemon units, the Tomb Kings are generally weak to fire, and Fire on the whole generally does well against them, but the undead don't have any reverse healing effect, and if an undead faction gets a bound life spell somehow or has an ally that can cast it, they get healed by it too.
*IT'S HEALING MEN, HALLELUJAH, IT'S HEALING MEN*
Wait is it me but isn’t it better to use earth blood on single units only??
Usually but it depends.
Some beefier multi model units can actually get good health off it, and it can help an infantry unit hold for longer.
For the Lizardmen specifically, if combined with the Bastiladon Rev Crystal, then the Rev crystal only actually resurrects units once all the models in the unit are at full health, so an earth blood to top the unit off, to get maximum unit returns is a good idea
I assume your maths isn't quite right because of compound interest. So the actual healing is more powerful than your calculations would suggest
FoR tHe AlGoRiThM
Your math on Earth Blood is off.
If you use Earth Blood on 4 units, you will not be healing 22,4% of the army's hitpoints. You won't even be healing 22,4% of the hitpoints of those 4 units. You will be healing 5.6% of the total hitpoints of those 4 units.
So with an easy example let's say you have a unit with 10 000 HP (let's say SEM so no dead models). It will heal 560 HP. If you use it on 4 such units you will heal a total of 2 240/40 000 HP, so 5,6% (plus whatever Life Bloom will give you).
By the same logic your "44,8%" is completely off as well. It's not 44,8% healing to 4 units. It's 11,2% healing to 4 units.
LIFE
👍
This now out of date for dwellers bellow
it is now much better overcast
How to use lore of life, use healing spell. Gotcha.
comments for the algorithm
"Awakening the woods" Only found on Athel Lor(e)nhub
My understanding was that "Strong vs Character" means it does double damage against lords and heros, but not single enemy monsters and the like.
"Strong vs X" doesn't change how spells work, it's how spells work that makes them stronger vs single or group of enemies.
@@mmorkinism
This
Any of the tooltip suggestions aren't hard rules, they're just generally explaining how to effectively use the way the spell or effect works.
They're not even always right.
"Promosm" 😳
I don’t think you’re math adds up correctly…
I use the thorns and heal on my great weapons when they’re fighting other great weapons. They stay topped up and are basically doing double damage to the enemy unit. Is it a lot of winds? Yes but a weaker unit can compete with chosen doing this.
Dwellers below is probably the single best spell from any lore in the entire game right now! When playing as woodelfs once you start getting into treekin you can cast it on your own units and the lore of life passive will almost out heal the damage they are taking from it as it eats up the enemy chaff that have surrounded you.
Also it is worth noting that magical weapons will completely negate the benefits of flesh to stone