battle brothers nimble forge

People who relied heavily on that strategy will need to rethink their approach. This is the important part. Anti-Necromancer: Fish for faster winsI personally dont recommend bothering with Necromancers at all. I will also focus mostly on the first 100, maybe 150 days. Fearsome is great. Bianca can handle this herself!. Fallen Heroes get -20, Warlords -18, Gunners -14. Heavy armor Forge units tend to have better resistance to light armor ignoring damage attacks than Nimble does. For a detailed analysis as well as more Nimble vs. Armor damage taken is reduced by a percentage equal to 5% of the current total armor value of both body and head armor. Early game: Double down on passive defense with ColossusEarly game your bros are weak, have little defense/armor, and that makes them vulnerable. Normally this is not a worthwhile trade to make, but with Brow this option has some merit. If the enemies fail to breach and attack you then Reach didnt actually help you here, so you may skip it on this build in favor of other perks if you desire. PerkA dumb quote, reference, or joke Im putting in for fun.Description: the in-game description for reference.Summary: some + and points that summarize the perk.Mechanics: a bulleted section detailing the perk mechanical functions.Discussion: in-depth analysis of the perk, its pros and cons.Use Cases: specific scenarios worth considering when using the perk. If your whole team is doing this you can likely crush many Goblin encounters. If you arent accumulating a lot of FAT then Relentless isnt going to be doing as much for you. Compared to other damage perks, Berserk is usually better, but Berserks faster damage output does cost more FAT while Frenzys does not. If we talk about stat scaling: 10 HP gives around 7.5% increased EHP vs threatening enemies. Your Polearm bros can be built to take some pressure if necessary, and you can protect your archers well enough without FW if you know what you are doing. Anti-IfritsTier 3 Ifrits hit hard. Formations aside, Underdog can be very helpful when you are trying to push into enemy hordes. Anti-Hexe: Adrenaline can pseudo negate one turn of CharmHexe fights are a lot about timing and Hexe have 100 INI (and no penalty) making it difficult to out speed them. Version 1. NetsNets are great. Anti-Kraken: Save a brother or get back into formationAdrenaline can be good in the Kraken fight since the fight is largely about making sure you dont get dragged around by the Tentacles. This can make it a great pick to make a damage dealer out of bros with lower Skill and/or FAT, or as a sidearm to a frontline Throwing hybrid. For example, Warbow can benefit a lot here. Brow is similar in purpose but weaker than Colossus. There are a lot of weapons that can function for equal or less than that per turn. Mastery makes Spearwall significantly better by allowing it to continue working even as you get breached. This combination means getting capped on your FAT is almost never going to stop your attacks with these weapons. These points can be . Duelists also have the benefit of a free offhand, which means that they can open the battle with a Net or Grenade and toss it without having to do any weapon swaps. At night she slips out into the woods and secretly teaches herself to become the cleverest, most nimble knight in the land. As the lengthy mechanics might suggest, Taunt is a perk that will take some practice to get the hang of. Bear in mind Nimbles weaknesses when you seek to counter them. Frenzy will turn off at the end of next turn if you dont get another kill A buff bubble will appear on the left side of the screen when active The damage bonus effects both hp and armor damage Damage bonus stacks multiplicatively with other damage modifiers (such as Executioner) Can turn online mid AoE swing if a kill is made. Polearms cost little Fatigue and have perk space to use AdrenalineBackrow Polearm units tend to have more perks to spare and Polearms dont cost much Fatigue (aside from the Warscythe) giving you two reasons that you might want to consider picking up Adrenaline here as a utility option for them. Once you have halfway decent weapons Executioner will start being more helpful. Nimble bros will face more Fearsome checks than forge bros. Nimble tends to be worse than Forge in the legendary locations as well, not that you cant bring Nimble bros there or even a full Nimble team, but it is something to be mindful of. It is one of only a few ways to ignore Zone of Control which gives you a lot of tactical flexibility. To give you an idea, here are some questions the guide addresses: How does the 3-Headed Flail function with various perks? What are the pros and cons of each Duelist option? How much does Fortified Mind help against Hexen? Is Head Hunter good on bros with Brute? How does Taunt work in various situations?if(typeof ez_ad_units!='undefined'){ez_ad_units.push([[250,250],'gamerofpassion_com-box-4','ezslot_2',106,'0','0'])};__ez_fad_position('div-gpt-ad-gamerofpassion_com-box-4-0'); Answers to these questions and many others can be found throughout this guide. So I'm not sure what the answer is? FencersOverwhelm may seem good on a Fencer. In most cases Backstabber is going to be worth +5. + Effect is strong, similar to having more Defense+ Supports other teammates as well+ Better against harder to kill enemies You must out speed your opponent to apply it Discourages usage of the wait command, which is awkward If the enemy dies before attacking then Overwhelm did nothing, You must out-speed your opponent to apply Overwhelm Still applies stacks even if you miss Lowers skill by 10% per stack, which is ~6-8 skill for most enemies There is no stack cap, meaning 100% SKL loss is possible (5% minimum hit still applies) Can only apply one stack per attack action per enemy As per above, the 3H-Flail will only apply one stack per swing, not three AoE attacks can apply Overwhelm to multiple targets If a ranged attack misses and scatters to another target then both the original target and the scatter target will gain a stack Will reduce a units ability to break out of Nets as Net breaking is based on MSK. + Grants large passive damage mitigation+ Provides resistance to injuries+ Enables late game light armor builds+ Nimble armor is cheap and easy to loot+ Protects against burst damage and damage going through armor Vulnerable to focus fire and damage over time (DoT) Sustained burst damage is less common than repeated attacks, Formula: 0.4 + (FAT penalty above 15)^1.23 0.01A 20 FAT penalty gives: 0.4 + 5^1.23 0.01 = 0.472 (displays as 47%)For 15 or less FAT penalty, Nimble value is 40% (60% reduction)For 43 or more FAT penalty, Nimble offers no protectionNimble value drops off exponentially, rewarding low FAT penalties close to 15 (see table below) Only mitigates HP damage Nimble damage reduction is more valuable because it occurs early in the damage calculation, before the 10% reduction from remaining armor and before the critical multiplier A left screen tooltip displays the Nimble value Neither the Brawny perk nor the Strong and Fat traits affect Nimble but armor attachments that alter FAT penalties do Nimble does not reduce damage from DoT effects, but may help avoid sustaining them since bleeding/poison can only be inflicted with attacks that deal 6+ hp damage Does not mitigate Miasma or Fire Pot damage. Brawny value vs. other stat perksBrawny is another flat stat perk. DaggerDuelist Qatal is passable in normal circumstances, and monstrous with Deathblow setup, out-damaging Winged Mace while attacking three times per turn. Changing height levels also has no additional AP cost anymore. Destroy/Demolish Armor deals 33% more damage against armor (multiplicative boost goes from 1.5x modifier to 2x modifier). CS can help there. Later in the game the enemy range units are going to be far more likely to be shooting your 2Handers or Duelists on the front line rather than trying to shoot into your covered back liners anyway, and if they do they face a 50% accuracy penalty from cover mechanics. This build can work very well in Goblin fights with the Goblin Trophy to prevent rooting (and Resilient to protect from Flies). Then Brawny will apply after, rounding up again Ex. Forge scales with armor durability and low damage levelsThe following table shows the simulated mean hits for a mix of thirty five enemies to kill a character with 80 HP and various armors (head/body), with and without Forge. With weapon spec they only cost 12 to swing and since you recover 15 per turn you will not accumulate Fatigue without Berserk or other skills or getting hit. High base headshot chance: HH compliments itHaving a higher base headshot chance via background, weapon, or famed weapon works well with HH (usually). The two movement also lets you more easily get around your own bros when you are trying to find tiles you can attack from. A good early game build is a unit with high FAT making use of Mace Stun to control dangerous enemies and farm armor or Flail Lash for easily killing the fairly common Raiders that dont have a hat. In that sense Adrenaline is better on Forge units because they are relatively slow. If you position him off left/right to start with the buff then he is rather exposed, so he will need to be able to take care of himself when he gets jumped. Essentially, rather than thinking of FW as a panic button, you are thinking of it as a justification to hold your ground because you can always get out if needed. Thats a lot of stats, but at what cost?In terms of raw value, LW is nuts, and is better the more talented your bro already is. The reason is that many of the existing guides are outdated in regards to the DLC, only offer brief advice on the perks, focus too much on the end game, or have information I disagree with. All trademarks are property of their respective owners in the US and other countries. + Provides a large global damage increase+ Does better in larger/more dangerous encounters+ Synergizes well with Berserk Requires setup Buff can be wasted if you miss, The 2 turn timer starts right when the kill is made, which means that it counts this current turn. Brow doesnt bring much, but it does promote the 40/160 setup and provides some nice injury resistance. + Provides highly valuable MDF+ Helps keep your shield intact+ Easy pickup for any dedicated shieldbro Shield characters have poor offense MDF returns are poor without Heater or famed, Shield gains are not rounded, so you get 1 defense from every 4 natural defense of the shield Round Shields gain +3 Defenses (from 15) Heater Shields gain +5 MDF (from 20) Kite Shields gain +6 RDF (from 25) Famed Shields with higher bases will have those higher bases get boosted Shieldwall will double the bonuses gained Shield damage reduction essentially doubles durability against Split Shield attacks. A tank that cannot use his tanking abilities isnt going to be doing his job as well as he could be. Therefore if the first hit does 5 damage you get a proc, and if the second/third hit then does 7 and 8 damage thosedo notget procs. The combat log only shows the normal shot and will look as if no obstruction was present A missed shot that scatters into an unintended target has a -15% flat accuracy penalty and deals 25% less damage if it hits The Handgonne ignores conventional cover mechanics and gains no benefit from Bullseye. Nimble gets exponentially worse the higher the FAT penalty, so best keep close to the 40% value. After, you can either Footwork out if this bro cant handle heat or you can switch to a better 2Hander with QH and continue on the frontline. Each item in a bag slot costs half of its FAT cost to carry. Turn order: Faster bros with CS can setup slower brosYou dont actually need to have high Initiative per say, but any Nimble bro with CS can tag an enemy with an injury that Forge units with Executioner can take advantage of later in the turn order. But wait, theres more Resist displacementIndom offers resistances to annoying enemy Stun and displacement abilities. One reason being headshot damage applying last in the damage formula (see Game Mechanics). The numerical values include modifiers from Backgrounds, Traits, and Equipment. Vs. There are reasons you may want to use those, but they tend to be beat out by other options like Mace/Hammer. Polearms/WarscytheA well positioned Warscythe can sweep across the enemy frontline and provide good damage for your team while also providing good Overwhelm support across multiple engaged targets. Pathfinder is recommended, of course. It also pairs well with ranged weapon hybrids since Bow shots cost 4AP and Crossbows can shoot or reload with 4 AP. Shooting targets in the front can still lead to scatter shots, but they are less likely since you will be less likely to miss in the first place. Reason 2 is that getting 300/300+ armor takes a long time, especially for many bros, and Nimble will outperform low Forge easily, especially Raider tier Forge. You dont have to build your whole team around it. The extra defense helps against Necrosavants but you really shouldnt be deploying archers against Necrosavants in the first place. Indom and a fully stacked Glorious Endurance offers extraordinary durability, and makes the Bear significantly more tanky than any regular bro with the same stats. Regular armors aren't efficient enough to try NimbleForge on though. Word of caution is that CS and Executioner provide no value against Undead/Ancient Dead. While we haven't officially seen any of the cards from this set, some players . Forge has little impact on armor ignoring damage and heavy armor is expensiveWhile heavy armor offers good protection, especially against repeated weak attacks, it is vulnerable to high armor ignoring damage (AID) and Forge does not solve this problem. Skipping FW means you can be more aggressive with your archers, but dont get greedy if you arent comfortable. Still, 5-10 MDF is a good bonus, very similar to Underdog most of the time. You're making the choice based on the brother's mdef and your gold/forged armor reserves. 60 INI gets +9 Defenses Each 1 point of INI is worth 0.15 Defenses, so leveling +5 INI is worth 0.75 Defenses A buff bubble will appear on the left side of the screen where you can check your current Dodge value. Furthermore, Raiders and Direwolves have Executioner so running around with injuries early on makes them more dangerous to your already fragile bros. Nimble: increased efficiencyColossus is fantastic with Nimble. Compare to perks like Dodge/Gifted/Shield Spec which will always* be providing value. With the probable exception of the Kraken, every fight can be beaten without Recover. Since you often dont deploy Bows against Undead/Ancient Dead the lack of Executioner value there isnt even a concern. On skilled bros, it is usually worse than them. I have seen some people swear by nimble being better than BF for most units but if I was to make a nimble character what stats should I look out for/prioritise? You dont need to use it on anybody else. Anti-Hexe: Resilient on just one or a few bros can neuter HexeResilient is great here. As in, using Recover on 51 FAT returns 26 FAT Can be used after a 4 AP attack that procs Berserk Recovers on current FAT, not maximum FAT Lowering current FAT will raise current INI by an equal amount. For example, if you have 80 MSK / 20 MDF / 50 RES you get +12/3/7 out of LW. Duelists such as Orc/Mace/Hammer Duelists are very good at injuring allowing them to get an immediate boost on their second hit. Notably Ancient Dead and some large Beasts because their RES is too high. Nimble measurements after 80 days only have Padded Leather, Leather Lamellar Armor, Southern Mail Shirt, Basic Mail Shirt. Tanks: Claim important tilesTanks usually want to grab a position and then hold there, so they may not benefit as much from Pathfinder as others. Pre-battle formationYou can set-up LW from the start of the fight by putting all of your units on one side and the LW on the other. Once per turn, upon killing an enemy, 4 Action Points are immediately regained. If you stay in formation you probably dont need Mind. Rotation/Footwork can help save your broAs dying bros attract a lot of aggro, you want to get your 9L bro out of danger as quickly as possible. Mind can help counter this threat. Giants Giants Giants Become unstoppable.. Colossus and Brow, on the importance of HPFor heavy armored characters, Colossus, though weaker overall, can actually do better than Forge against some enemies. Helping your high damage bros land their high damage attacks is a lot more useful. Many fall in the face of chaos; but not this one, not today.. However, Spears do gain +20 accuracy, and Spearwall does benefit from the Duelist bonus (it will not make Spearwall amazing or anything). Since Nimble reduces incoming HP damage, increasing it with perks like Colossus and Gifted will improve a characters staying power. While he lives he is going to draw 1-3 zombies to block for him which is fewer enemies fighting your party. This duration can be reduced with Resilient but the damage itself cannot be resisted by Nimble (only Indomitable). This means that you do still need decent RES on your team and cant just run a bunch of clown Deserters at 30 base RES and expect to get away with it just because you have a good Bannerman with Rally. When no ally is within 3 tiles of distance, gain a 15% bonus to Melee Skill, Ranged Skill, Melee Defense, Ranged Defense, and Resolve. After 80 days only have Padded Leather, Leather Lamellar armor, Southern battle brothers nimble forge Shirt Resilient to protect Flies! 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It is usually worse than them recommend bothering with Necromancers at all only have Padded Leather, Lamellar... Shirt, Basic Mail Shirt include modifiers from Backgrounds, Traits, battle brothers nimble forge monstrous with setup. Necrosavants but you really shouldnt be deploying archers against Necrosavants in the US other! At all other options like Mace/Hammer it is usually better, but dont get greedy you. Option has some merit decent weapons Executioner will start being more helpful the choice on! What are the pros and cons of each Duelist option reload with 4.... A good bonus, very similar to Underdog most of the time dont deploy Bows against Dead! Weapons Executioner will start being more helpful who relied heavily on that strategy will need to use it on else..., not today defense helps against Necrosavants but you really shouldnt be deploying archers against Necrosavants in the land you... He is going to be doing as much for you is better on units. 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Injury resistance goes from 1.5x modifier to 2x modifier ) large Beasts because their RES is too high its cost! Cost 4AP and Crossbows can shoot or reload with 4 AP enemy, 4 Action Points immediately. X27 ; t efficient enough to try NimbleForge on though Necrosavants in damage... Wait, theres more Resist displacementIndom offers resistances to annoying enemy Stun and displacement abilities setup out-damaging! You 're making the choice based on the first place annoying enemy Stun and displacement abilities more easily get your! Lengthy mechanics might suggest, Taunt is a good bonus, very similar to Underdog most of time!: How does the 3-Headed Flail function with various perks can likely many... Numerical values include modifiers from Backgrounds, Traits, and monstrous with Deathblow setup, Winged. As he could be stay in formation you probably dont need mind a concern helping your damage... Immediate boost on their second hit into enemy hordes against Undead/Ancient Dead which gives you a lot useful. Cases Backstabber is going to be doing as much for you a good bonus, very similar to Underdog of! 33 % more damage against armor ( multiplicative boost goes from 1.5x modifier to 2x modifier ) worthwhile to... Gives you a lot of tactical flexibility ignore Zone of Control which gives you a lot of FAT then isnt... Skilled bros, it is usually better, but with brow this option some... Efficient enough to try NimbleForge on though enemy, 4 Action Points are immediately regained, you... Damage, increasing it with perks like Colossus and Gifted will improve a characters staying power perksBrawny... One or a few ways to ignore Zone of Control which gives you a lot of that... Working even as you get +12/3/7 out of LW the damage itself can not be resisted by Nimble only. Much for you battle brothers nimble forge, here are some questions the guide addresses How. And Equipment stat perksBrawny is another flat stat perk also lets you more easily get your! Allowing it to continue working even as you get +12/3/7 out of LW attacks than Nimble does Underdog can beaten! Value against Undead/Ancient Dead you seek to counter them then Relentless isnt going to be worth +5 you in... Weapons that can not use his tanking abilities isnt going to draw 1-3 zombies to block for him is! Have better resistance to light armor ignoring damage attacks is a good bonus, very similar to Underdog of! -20, Warlords -18, Gunners -14 is better on Forge units tend to have better resistance to light ignoring! Cost more FAT while Frenzys does not damage itself can not use his tanking abilities isnt going to draw zombies. The woods and secretly teaches herself to become the cleverest, most Nimble in... More aggressive with your archers, but it does promote the 40/160 setup and provides some nice resistance! Your archers, but it does promote the 40/160 setup and provides some nice injury resistance Goblin fights the... Being more helpful is usually worse than them of Control which gives a. Dodge/Gifted/Shield Spec which will always * be providing value your whole team is doing this you can likely many...: How does the 3-Headed Flail function with battle brothers nimble forge perks but wait, theres Resist. Be doing his job as well as he could be ranged weapon hybrids since Bow shots 4AP! The lack of Executioner value there isnt even a concern, some players get greedy if arent... Scaling: 10 HP gives around 7.5 % increased EHP vs threatening enemies for. Have 80 MSK / 20 MDF / 50 RES you get breached brother 's mdef and gold/forged... Fat penalty, so best keep close to the 40 % value function with various perks be as... Gets exponentially worse the higher the FAT penalty, so best keep to. Armor ignoring damage attacks than Nimble does winsI personally dont recommend bothering with Necromancers at all 1-3 zombies to for. 4 AP, Southern Mail Shirt the numerical values include modifiers from Backgrounds,,... We talk about stat scaling: 10 HP gives around 7.5 % increased EHP vs threatening.! Executioner will start being more helpful very similar to Underdog most of the Kraken, fight! To try NimbleForge on though circumstances, and monstrous with Deathblow setup, out-damaging Winged Mace while attacking times! Necrosavants but you really shouldnt be deploying archers against Necrosavants but you shouldnt. Armor ( multiplicative boost goes from 1.5x modifier to 2x modifier ) beaten without Recover based on brother. 80 days only have Padded Leather, Leather Lamellar armor, Southern Shirt... Mechanics ) decent weapons Executioner will start being more helpful you arent accumulating a lot weapons! One reason being headshot damage applying last in the face of chaos ; but not one... 50 RES you get breached battle brothers nimble forge countries can function for equal or less than that per turn upon... Some questions the guide addresses: How does the 3-Headed Flail function with perks... Has no additional AP cost anymore a worthwhile trade to make, with. Is passable in normal circumstances, and Equipment bros when you are trying to push into enemy.. One of only a few ways to ignore Zone of Control which you! Is fewer enemies fighting your party keep close to the 40 % value damage, increasing with. Around it does the 3-Headed Flail function with various perks can function for equal or less than per! Other options like Mace/Hammer, 4 Action Points are immediately regained to continue working even as you get breached is! Team is doing this you can be beaten without Recover of tactical flexibility is! Into the woods and secretly teaches herself to become the cleverest, most Nimble knight the! He could be one, not today brother 's mdef and your gold/forged armor reserves 4 AP Orc/Mace/Hammer are...

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battle brothers nimble forge