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Harmony - Troop Symmetry

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About the formulas for offensive magic.

Magic of Destruction (Chaos)

Water
Highly dependent on the "spell power" parameter and weakly dependent on the level of mastery in the magic of destruction.

Fire
Weakly dependent on the "spell power" parameter and highly dependent on the level of mastery in the magic of destruction.

Earth
Highly dependent on both the "spell power" parameter and the level of mastery in the magic of destruction.

Air
Weakly dependent on both the "spell power" parameter and the level of mastery in the magic of destruction.

The concept behind the formulas:
1) The average value of the "spell power" parameter was determined; this is, of course, a debatable point, so the question remains open.
The average value here is 10; this is not the average for a Warlock or Necromancer, but the average for the entire game, i.e., the value that lies on the border between a significant parameter value and an insignificant value, at which it is not reasonable to focus on "spell power."
2) The values of the coefficients before "spell power" were determined, defining the strong/medium/weak dependence of the spell's damage on spell power (if there is no dependence on the level in the magic of destruction, then the values 8/12/16 were adopted, respectively).
3) With the average value of spell power, the formulas were calculated and compared between the elements.
Example:
Based on the above dependencies of the elements (in terms of damage) on the hero's parameters ("spell power" and level of mastery in the skill), as well as considering the balance between the elements, it can be argued that when the same number of required conditions are met for a particular element, their effectiveness should be equivalent.
Let's consider each element to determine the number of required conditions for their effective (and/or priority over other) use:
Water - one requirement ("spell power")
Fire - one requirement (level of mastery in the skill)
Earth - two requirements ("spell power" and level of mastery in the skill)
Air - zero requirements
As you can see, water and fire have the same number of requirements for their effective use, so let's try to compare their formulas when the hero meets both requirements (both the one required for water and the one required for fire).
Based on the above ("...when the same number of required conditions are met for a particular element, their effectiveness should be equivalent..."), let's compare the spells of water magic and fire magic, which are on the same level, and calculate their damage when "Expert Magic of Destruction" is present and the "spell power" parameter is equal to 10 units:
Second level of Magic of Destruction
Ice Bolt - 36+12sp=156
Fireball - 76+8sp=156
It turns out that, for example, a Demon, when leveling up the magic of destruction, will tend towards the element of fire, and only if his spell power becomes higher than average, the requirement for the element of water will be met, and when the threshold (10 units) is exceeded, water will become more promising (which is rarely seen in a Demon). If spell power grows well, but the magic of destruction is not leveled up, then the use of water magic will always be more promising (Necromancer).
The element of earth requires the most conditions, or rather, both existing conditions ("spell power" and level of mastery in the skill), so if the player has invested in fulfilling both conditions for the hero, then the element that requires this should be the most effective. Also, if the player does not have good "spell power" and a high level of mastery in the skill, then the magic of destruction should not be completely ignored (as well as other schools of magic) - here, the element of air comes to the fore.

We get:
A Demon, who has leveled up the magic of destruction, will more often choose fire spells; one who does not level up the magic of destruction will choose air.
A Necromancer, who does not level up the magic of destruction, will more often choose ice spells; one who levels up the magic of destruction will choose earth.
A Knight, who does not level up the magic of destruction, will choose the element of air; one who levels up will choose fire (the connection between light and fire has not disappeared - hello, Holy Inquisition).
A Warlock, who levels up the magic of destruction, will primarily tend towards the element of earth; in second place, fire and water will be simultaneously (since both requirements are met at the same time - "spell power" and level of mastery in the skill); air will be the least promising (casting a thunderstorm in a dungeon seems unwise); if we are playing through the combat league on the dark side, then the most promising element of destruction will be the element of water.
The most versatile class here will be the Ranger (the philosophy of balance is present): if he does not level up anything, he uses air; if he takes blue Druids, he goes through water; if he levels up the magic of destruction, he goes through fire; and if he takes blue Druids and levels up the magic of destruction, he casts earth.

PS: Above, I compared the spells of the second level, saying that in terms of damage value, they should be equivalent, but in reality, this is true only if both spells affect an area, or if both are intended for one target; since Ice Bolt and Fireball were compared, the latter should be weaker. This point is taken into account in all elements, except for fire (the damage is already too reduced - I did not reduce it further - for now, I played on a higher price for fire spells - approximately 1.3 times more expensive in mana)
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... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...