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The point of duration is that the higher the duration, the less relevant its increase becomes, resulting in uneven growth in effectiveness. Beyond a certain point, high Spellpower doesn't provide noticeable advantages. This is important for some classes with 40% SP, but playing with Light magic, for example.
WGE has long used the concept of short and long spells (buffs/debuffs). If duration is tied to a skill, it becomes fixed, and the spell doesn't deviate from its concept, remaining short-term or long-term, regardless of the spellcasting. At the same time, the effect itself can depend on spellcasting, allowing for good bonuses to be extracted for heroes with high spellcasting, immediately.
We can clearly compare the old and new approaches, as well as the original:
Original:
Punishment = +3/6/9/12 to attack, duration = spellcasting.
It's generally not necessary to raise spellcasting above 5, as further growth is not significant (since 5 rounds are often enough to win a battle).
Old WGE:
Might = +6/8/10/12 to attack, duration = (spellcasting + 1) / 4
Bless = maximum damage, duration = (spellcasting + 1) / 2
A similar situation, but there's a ceiling on the relevance of spellcasting (~7 for Bless and ~11 for Might).
New WGE:
Might = 4 + Spellcasting to attack, duration = 1/1.5/2/2.5 rounds
Bless = maximum damage, duration = 2/3/4/5 rounds
Bless doesn't depend on spellcasting at all, as it should; Might has a constant, useful dependence on spellcasting and always has a short duration (as it should).
It can also be noted that in the old system, with low spellcasting (1-2), the duration of a short-term spell was too short, less than 1 round (0.5 and 0.75), and there was a chance to completely miss the creature's turn, which is unpleasant. In the new system, with a minimum duration of 1 (without a skill), it is no longer possible to miss (it is clearly visible on the scale).
Разработчик Heroes 5.5 WarGame Edition. Сайт проекта - пока неактивен Автор Асимметричных шахмат