GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.




Arky wrote:I suspect that once Parson gets hold of a good Luckamancer we'll get to explore some of those lateral-thinking exploitations of Luckamancy.


Sure it might end poorly. But it is less likely to end poorly then before and that's all you can do. That's all any caster can do.oslecamo2_temp wrote:Yes, luckmancers can be used to boost your top units, but the problem is that you don't know where or when the backlash will hit . Your elite force may come out victorious in the front yes, but then your rear/flank crumbles because your regular units there started tripping over their own feet. You lose border cities when weak barbarians overwhelm your suddenly unlucky garrisons. It's a gamble, that can easiy backfire.
Right, some of the good luck will spill over to enemy sides in all likelihood. But most of the "backlash" should still hit you.As for unboosting your own units that aren't fighting, to me that doesn't seem like a guarantee your side gets good luck. It may actually be boosting your enemy's side indirectly. We all know how it went for Wanda after all.
Its just another of those all important bonuses that decide the course of battles. Not that important.The best option of luckmancy seems to be the "boost everybody on the side", but even then that sounds pretty limited to the other schools of magic.
Lamech wrote:Sure it might end poorly. But it is less likely to end poorly then before and that's all you can do. That's all any caster can do.oslecamo2_temp wrote:Yes, luckmancers can be used to boost your top units, but the problem is that you don't know where or when the backlash will hit . Your elite force may come out victorious in the front yes, but then your rear/flank crumbles because your regular units there started tripping over their own feet. You lose border cities when weak barbarians overwhelm your suddenly unlucky garrisons. It's a gamble, that can easiy backfire.
Right, some of the good luck will spill over to enemy sides in all likelihood. But most of the "backlash" should still hit you.As for unboosting your own units that aren't fighting, to me that doesn't seem like a guarantee your side gets good luck. It may actually be boosting your enemy's side indirectly. We all know how it went for Wanda after all.
Its just another of those all important bonuses that decide the course of battles. Not that important.The best option of luckmancy seems to be the "boost everybody on the side", but even then that sounds pretty limited to the other schools of magic.
Also you are forgetting the advantage of a luckamancer. He doesn't need to leave the capital.
You want a shockamancer to blow stuff up? You need him in combat.
DIrtamancer needs to rebuild cities? Better hope he isn't ambushed.
Foolamancer veiling your army? He's in the field.
As is a healomancer. That can backfire pretty badly too: your caster dies. Or worse is captured and turned.
All in all, its a solid discipline that improves the average roll for your side by a bit, and gives you a more favorable distribution of rolls between good/bad units. Basically you get a better RNG distribution for your side. In addition it probably really shines with a bit of lateral thinking, or a higher class of luckamancer.
Also, I think date-a-mancy takes the cake for worst discipline. Normally data-a-mancers are simply released into the MK after they stick around for too long.

oslecamo2_temp wrote:Yes, luckmancers can be used to boost your top units, but the problem is that you don't know where or when the backlash will hit .
oslecamo2_temp wrote:No, other casters have been shown to pull out much more decisive stuff. Dirtmancers suddenly upgrade your cities into mighty fortresses, croakmancers turn every casuality in another troop for your side, healomancers make your units don't drop, dittomancers quadruple your damage output and duplicate your best units, foolmancers make your deadly heavies look like surrendering warlords, hatmancers laugh at natural veils, etc, etc. And whitout backlashes.
oslecamo2_temp wrote:Only if he's pretty high level to actually do the "buff whole side" at once.
oslecamo2_temp wrote:Shockmancer traps baby!
oslecamo2_temp wrote:Which reminds me, this is another example of how luckmancy gets shafted. During the dwagon drop, Jack cleverly uses simple foolmancy tricks to make the enemy leadership run in circles while geting Wanda on her feet. A luckmancer would get ganked to death because the odds of he winning would be zero even if could make himself roll max all the time. And then the side would suffer some serious backlash.
CordialLupine wrote:To me, the worst caster class is Moneymancer. What do they do? They can turn cash into gems...and that's about it. I don't think they do anything else except keep track of cash, and Rulers do that as a natural skill, so an entire unit dedicated to it is redundant.

None of those casters guarantee victory. The mightiest city in the world didn't stop the RCC. Nor did all of Wanda's uncroaked. The healomancer couldn't save the king. The dittomancer didn't save Ossomer. A croaked Ansom didn't turn the tide of battle. Laughing at natural veils didn't save the king. (Oh and sending items like the cap into the field do have a backlash of a sort. The items can be recovered and used against you.)oslecamo2_temp wrote:Dirtmancers suddenly upgrade your cities into mighty fortresses, croakmancers turn every casuality in another troop for your side, healomancers make your units don't drop, dittomancers quadruple your damage output and duplicate your best units, foolmancers make your deadly heavies look like surrendering warlords, hatmancers laugh at natural veils, etc, etc. And whitout backlashes.
Because the capital was attacked with overwhelming force.oslecamo2_temp wrote:And again, the only time we saw it tried ended up with that side falling before a new round came.
Not really, at least as far as battles go. Even the most fail attack can hit. (A level two warlord sans archery trying to hit the mighty Stanley.) Even the best aimed attack can miss. (See Artemis and Sylvia.) If you can get arbitrarily lucky your foe is doomed.oslecamo2_temp wrote:There's a big diference between just being able to tilt the odds to your favor, and being able to rewrite the rules to your advantage.
Even Clay could do that much.oslecamo2_temp wrote:Only if he's pretty high level to actually do the "buff whole side" at once.
Those hit the air space. And only apply in cities. And as Parson likes to say, are additive, not multiplicative.oslecamo2_temp wrote:Shockmancer traps baby!
Or he gets hit by a lucky arrow. It might be okay, but its still a risk.oslecamo2_temp wrote:Burrowing underground baby! And good luck tackling his golem retinue, that can tank volcanoes.
We've seen a bunch in inner peace. (Clay makes them.) Outside the ones made by Clay we have not. Of course, that applies to everything except shockamancy, healomancy, dirtamancy and foolamancy.oslecamo2_temp wrote:Again, scrolls/traps. Ask yourself, why have we never seen anyone use a luckmancy scroll? It sounds something that would be handy for any ocasion. Yet nobody seems to buy them. Which makes sense when you realize using a luckmancy scroll here will screw you somewhere else.
A luckamancer would have been fine on impact, negating the need to run around. And then would have sniped any leadership remaining in the garrison by giving the Jetsone archers lucky shots against them. So this is a clear example of where getting lucky takes the cake.oslecamo2_temp wrote:Which reminds me, this is another example of how luckmancy gets shafted. During the dwagon drop, Jack cleverly uses simple foolmancy tricks to make the enemy leadership run in circles while geting Wanda on her feet. A luckmancer would get ganked to death because the odds of he winning would be zero even if could make himself roll max all the time. And then the side would suffer some serious backlash.
One of those guys is multiple levels higher than the other and up in their caster class. Being worse than someone who has several levels on you and is much better in their discipline doesn't mean you suck. Also of note: What if Parson had gotten lucky when the backlash snapped on Wanda? I do believe, that Jillian would have been toast. By extension Jillian's gwiffions would be gone, the dwagons would have survived, the siege would have been toast and the RCCI would have been left with no airforce of significant merit. Without air cover, they cannot stop dwagons hit and runs and the rest of the coalition is destroyed in short order. Alternatively something similar could have happened by swinging the battle over the lake in GK's favor.oslecamo2_temp wrote:Still paling. Again, you're just improving your odds at best, while the other schools of magic are bringing new rules to the game.
Really, one guy says "I can make you roll a 4 when you need it, but then you'll have a streak of ones later on", and the other says "I can turn your crap into killing machines, discounts on construction, all kind of nasty traps, burrow around and earthquakes", which one would you rather have by your side in a war?
Lamech wrote:One of those guys is multiple levels higher than the other and up in their caster class. Being worse than someone who has several levels on you and is much better in their discipline doesn't mean you suck.oslecamo2_temp wrote:Really, one guy says "I can make you roll a 4 when you need it, but then you'll have a streak of ones later on", and the other says "I can turn your crap into killing machines, discounts on construction, all kind of nasty traps, burrow around and earthquakes", which one would you rather have by your side in a war?

ftl wrote:Re: luckamancers - Clay Dice has been pretty underwhelming, but maybe he was just not very good at his job. We only have him as one example.

Lamech wrote:Because the capital was attacked with overwhelming force.oslecamo2_temp wrote:And again, the only time we saw it tried ended up with that side falling before a new round came.

Lamech wrote:None of those casters guarantee victory. The mightiest city in the world didn't stop the RCC. Nor did all of Wanda's uncroaked. The healomancer couldn't save the king. The dittomancer didn't save Ossomer. A croaked Ansom didn't turn the tide of battle. Laughing at natural veils didn't save the king. (Oh and sending items like the cap into the field do have a backlash of a sort. The items can be recovered and used against you.)oslecamo2_temp wrote:Dirtmancers suddenly upgrade your cities into mighty fortresses, croakmancers turn every casuality in another troop for your side, healomancers make your units don't drop, dittomancers quadruple your damage output and duplicate your best units, foolmancers make your deadly heavies look like surrendering warlords, hatmancers laugh at natural veils, etc, etc. And whitout backlashes.
All those casters can do is tilt the odds in your favor. Sometimes they can do it by a little, sometimes by a lot. But when it comes to it, all they do is tilt the odds.
Not really, at least as far as battles go. Even the most fail attack can hit. (A level two warlord sans archery trying to hit the mighty Stanley.) Even the best aimed attack can miss. (See Artemis and Sylvia.) If you can get arbitrarily lucky your foe is doomed.
Those hit the air space. And only apply in cities. And as Parson likes to say, are additive, not multiplicative.
Or he gets hit by a lucky arrow. It might be okay, but its still a risk.
We've seen a bunch in inner peace. (Clay makes them.) Outside the ones made by Clay we have not. Of course, that applies to everything except shockamancy, healomancy, dirtamancy and foolamancy.oslecamo2_temp wrote:Again, scrolls/traps. Ask yourself, why have we never seen anyone use a luckmancy scroll? It sounds something that would be handy for any ocasion. Yet nobody seems to buy them. Which makes sense when you realize using a luckmancy scroll here will screw you somewhere else.
A luckamancer would have been fine on impact, negating the need to run around. And then would have sniped any leadership remaining in the garrison by giving the Jetsone archers lucky shots against them. So this is a clear example of where getting lucky takes the cake.
One of those guys is multiple levels higher than the other and up in their caster class. Being worse than someone who has several levels on you and is much better in their discipline doesn't mean you suck. Also of note: What if Parson had gotten lucky when the backlash snapped on Wanda?
So come to think of it, I would have preferred the guy who makes things go my way at a critical time.
[/quote]drachefly wrote:Lamech wrote:Because the capital was attacked with overwhelming force.
and he did it against orders, at a time when that was exactly the wrong thing to do.
And it says that where?oslecamo2_temp wrote:Ahaha, funny you bring that, because the best aimed attack missing is Weirdmancy, not Luckmancy. See, luckmancy is so behind that other schools simply do its job better!
Which is why you have archers shoot. Or any caster ever. All of them have basic shockamancy and can load a tower. And even so its one tiny situation when their useful. And of course, shockamancy traps won't help your melee dudes kill people walking on the ground.They still burn stuff good. Critical in GK's battle to get some aerial mounts. Crits wouldn't have helped your melee dudes killing the flying convoy overhead.
The idea of getting weirdomancy was shot down as soon as count topotato suggested it. Sizemore was learning hippiemancy out of personal interest not the desire to be effective.oslecamo2_temp wrote:Hiring dollmancers(clothes), turnmancers(speed up production) and hippiemancers(peace lessons) has shown to be pretty popular as well. Weirdmancy scrolls are around. Diviners and thinkmancers kinda too busy conspiring all the time. Where are the luckmancers again?
All the healomancy and all the foolamancy in the MK couldn't do anything about Wanda falling to her death if that came out of the RNG.oslecamo2_temp wrote:
And then choke on your cake when the backslash comes back to bite you. Much safer to just bet in some safe veils and heals.
More common from what we have seen than sides with: Weirdomancers, rhyme-o-mancers, and date-o-mancers. And as common as sides with everything else except, dollamancers, thinkamancers, foolamancers, healomancers and lookamancers. So, no not really.oslecamo2_temp wrote:Only for them to things turn sour when you least expect them. Well, I guess there's a reason why sides that have the unluck of getting a luckmancer are pretty uncommon so far!![]()
The effects of backlash are fairly random. Recall that breaking a link up could do nothing, croak the casters, or leave them useless. Similarly Jillian could have been rendered unlucky when the spell breaks.Not a luck matter, simply skill.
A similar thing happened to FAQ. Hit with overwhelming force and didn't get a message out. And they had 8 casters and 0 luckamancers. I mean unless your argument is that a luckamancer is worth all those casters...oslecamo2_temp wrote:Point still stands, a side with a luckmancer falls so fast the king barely has a moment to send a message. Those backlashes are definetely a b**** to survive.

Return to Everything Else Erfworld
Users browsing this forum: Kyle and 2 guests