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MMH5.5 - Heroes of Might and Magic 5.5

#476
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Nargott
I was just suggesting conducting a poll to ensure that this is a popular measure. Since it seems to be extremely unpopular (abandoning Unstoppable charge in favor of some other +1/+1 bonuses).

Let's compare it to a scheme from the same 7 perks:
perkA - perkB
perkC - perkD/perkE
perkF - perkG

Total number of options:
ABC, ABF, ACD, CDF, ACE, CEF, AFG, CFG, CDE = 9 options for 3 skills
AB, CD, CE, FG, AC, AF, CF = 7 options for 2 skills
A, B, C = 3 options for 1 skill
Total 9 + 7 + 3 = 19 ways to upgrade a skill (9 complete).

perkA - perkB
perkC - perkD - perkE
perkF - perkG

Your implementation: minus 2 options for 3 skills ACE, CEF (total 7 instead of 9).
Additionally, assuming that perkC is very strong and essential, then:
- minus another 2 options for 3 skills: ABF, AFG (total 5 instead of 9)
- minus 3 options for 2 skills: AB, FG, AF (total 4 instead of 7)
- minus 2 options for 1 skill: A, B (total 1 instead of 3)
Total 5 + 4 + 1 = 10 ways to upgrade a skill (5 complete)

9 / 19 versus 5 / 10.

That is, the fact that you chose the CDE concept instead of CD/E does not affect the variability as much as the central super-skills (skills that are noticeably stronger than the alternatives).
Maybe it's not that bad, but my job is to point out potential weaknesses, and whether they should be fixed or are not important is up to you (the developers).
If you look just at the math, the best way to get maximum variation will be this tree:
- perkA
- perkB
- perkC
- perkD
- perkF
- perkE
- perkG
- perkH

following the formula for combinations we have 7!/(3!*(7-3)! = 35 available choices. Math is a part of the project but it is not everything.
Nargott
Vitality is much weaker than Battle Frenzy, and therefore I would not say that this skill is fundamental in itself. There are many other skills that look no worse, especially in the context of a long game and the weakening role of low-level creatures.

This is an exaggerated opinion based on no real experience with the mod. Vitality increases pure health, which can be further improved with defense or magic resistance capabilities. Also, the Defend command gives an additional defense bonus of 30%, which further improves health points efficiency.

T1 health is roughly increased by 33%.
T2 health is roughly increased by 15%.
T3 health is roughly increased by 10%.
T4 health is roughly increased by 5%.

Each starting zone has a set of T1, T2, and T3 dwellings that the hero can get. Every new castle can be converted and built to some extent just to collect T1-T3 units.

It is easier to collect low-tier units than high-tier units.
At the point the battle occurs (Month 3 and onwards), all stacks are nearly the same strength and have an impact in the battle. Sure, Battle Frenzy is a bit stronger on the numbers side, but HP and damage act in different ways, which:
- Damage value is valid throughout the battle as it helps you go on top of the enemy.
- HP value is valid throughout the game; the more you have, the fewer casualties you have, so at some point, your army snowballs faster.

The same goes for comparing Balista vs. First Aid Tent. Balista looks much better at first hand because it deals a lot of immediate damage, but the First Aid Tent revives troops throughout the game, and at the end, your army can be significantly higher in number than what your opponent has.
Nargott
Vitality is much weaker than Battle Frenzy, and therefore I would not say that this skill is fundamental in itself. There are many other skills that look no worse, especially in the context of a long game and the weakening role of low-level creatures.

A few pages behind, you said that more creatures and raw stats are always better than attack and defense bonuses. What made you change your mind?

Vitality and Battle Frenzy give you just that - pure damage and hit points. In a long, protracted game, where you get a lot of army skills, Battle Frenzy and/or Vitality are a must because they amplify your army power to a state that no other skill can do. This is why they are fundamental perks and are at position C.

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