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MMH5.5 - Heroes of Might and Magic 5.5

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#477
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"dredknight"
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.
I disagree; the above option has a fundamental flaw – randomness. It is important for us to have only 3 level 1 skills, not 7; otherwise, it will be difficult to level up (Dyrman even suggested a system of 2 level 1 skills).
Also, it is important to understand the difference between free choice of any skill and a tree-like (structured) system of choice, so as not to exaggerate.
This does not mean that level 3 skills are bad; it just means that level 2 skills provide more flexibility.

In your version, only 1 level 2 skill comes from each level 1 skill, which significantly simplifies leveling up (compared to a fork into 2 skills, or the terrible 3-4, as was the case in the original game). And that is good. But there is a downside – a slight decrease in variability, which is further exacerbated by the requirement to have a middle skill as a must, which is too strong. The problem is not the decrease in variability, but the double decrease in variability.
A few pages behind you said that more creatures and raw stats are always better than attack and defense bonuses. What do you change you mind?
I haven't changed my mind. It depends on what you compare it to. If you compare Vitality to the standard skills in the original game, then it is a good bonus (level +3 parameter), but no more than that.
But in your mod, parameters are 1.5 times weaker due to the weakening to 3.33%. That is, it is not that Vitality is super strong, but that +2 bonuses are garbage against it; there is no contradiction in this. In your parameters, I would rate the strength of Vitality at +5 to defense, or +3/+3 to attack and defense (+2/+2 if the game lasts more than 2 months). Battle Frenzy is about 1.5 times stronger (2 times stronger if Vitality worked as pure defense and did not protect against magical damage).
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