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Heroes 5.5 WarGame Edition - Tactical Edition.

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The next faction (Elves) will be ready within a week or two (roughly the average time it takes for balance).

In the meantime, I'll publish a comparison of different "similar" spells for Light and Darkness, with explanations of the differences between them and the reasoning behind why they are designed this way and not otherwise.

Bless and Curse
0 Bless = maximum damage for 2/4/6/8 rounds
0 Curse = minimum damage for 1/2/3/4 rounds

- Why does Bless last twice as long as its opposite, Curse?
Because in relative numbers, Curse has a stronger effect: for example, with a range of 1-3, Bless increases damage by 1.5 times, while Curse reduces damage by 2 times.

 

Air Shield and Forgetfulness
0 Air Shield = 67% protection from ranged attacks for 2/4/6/8 rounds
0 Forgetfulness = 50% chance creature does not shoot or retaliate for 1/2/3/4 rounds

- Why does Air Shield reduce damage by 3 times and last twice as long, while Forgetfulness only reduces it by 2 times?
Because Forgetfulness also affects retaliations and is more versatile (it's easier to disable a shooter against all troops than to protect only one unit from shooters). Furthermore, due to rounding of creature numbers, Forgetfulness can work better, up to 100% (against 1 creature).

 

Bless and Air Shield
0 Bless = maximum damage for 2/4/6/8 rounds
0 Air Shield = 67% protection from ranged attacks for 2/4/6/8 rounds

- Are they stronger than in the original?
Generally, yes. Bless immediately gives maximum damage regardless of skill. Air Shield immediately gives the maximum bonus (almost the same as the expert level in the original) regardless of skill. At expert level, both last long enough and require no SP. Additionally, both are free. The mass version is also free but slower in tempo – as it requires 100% of the turn instead of 50%.

 

Curse and Forgetfulness
0 Curse = minimum damage for 1/2/3/4 rounds
0 Forgetfulness = 50% chance creature does not shoot or retaliate for 1/2/3/4 rounds

- Are they weaker than in the original?
The former is not, the latter is. Curse immediately gives minimum damage regardless of skill, but the short duration negates this advantage. Forgetfulness does not scale its effect with skill and also has a short duration. However, both spells are free. The free versions are also free but worse in tempo – requiring 100% of the turn instead of 50%.

 

Bless and Righteous Might
0 Bless = maximum damage for 2/4/6/8 rounds (mass – on all)
2 Righteous Might = +(SP + 5) to Attack for 1/2/3/4 rounds (mass – 4x4 area)

- Why does Righteous Might last half as long, and its mass version only works in an area, while mass Bless works on all units immediately?
Because Righteous Might is much more powerful and also scales with SP. It is used when you need to deal significant damage quickly. Bless works for the long term, providing a much more modest damage bonus.

 

Curse and Weakness
0 Curse = minimum damage for 1/2/3/4 rounds (mass – on all)
1 Weakness = -(SP + 5) to Attack for 2/4/6/8 rounds (mass – 4x4 area)

- Why does Weakness last twice as long as Curse?
Because the relative damage reduction from both debuffs is comparable: for example, with a range of 1-3, Curse will reduce damage by 2 times, which is clearly not weaker than Weakness at an average SP. Meanwhile, Weakness is a more expensive (non-free) debuff, so it should have an advantage.

- Why then does mass Weakness only work in an area, while mass Curse works on all units immediately?
So that both mass spells (obtained from the same ability) have roughly equal priority for casting. Mass Curse provides greater total damage reduction here and now, while mass Weakness lasts twice as long and has greater long-term potential.

 

Stone Skin and Righteous Might
1 Stone Skin = +(SP + 5) to Defense for 1/2/3/4 rounds (mass – 4x4 area)
2 Righteous Might = +(SP + 5) to Attack for 1/2/3/4 rounds (mass – 4x4 area)

- Why is Righteous Might twice as expensive as Stone Skin?
Because both spells have a short duration, and the absolute damage increase from Righteous Might is higher than the damage reduction from Stone Skin. For example: both double/halve damage, meaning Righteous Might increases damage by +100%, while Stone Skin only reduces it by 50%. With a short duration, this matters more than relative values (Attack pays off faster than Defense).

- Are these spells stronger than in the original?
Generally, yes – despite the shorter duration, the bonuses are several times stronger (because Attack and Defense parameters have double the effect). However, their mass versions can be weaker (at low SP) – because they only work in an area and require 100% of the turn instead of 50%.

- Buffs scale with troop growth. Is scaling them with SP too much?
No, it's not too much. Troops grow for both sides. While the opponent also grows their physical stats (Attack and Defense), the mage can grow SP instead, allowing the mage to compensate for the physical gap through SP.

 

Weakness and Disrupting Ray
1 Weakness = -(SP + 5) to Attack for 2/4/6/8 rounds (mass – 4x4 area)
2 Disrupting Ray = -(SP + 1/2/3/4) permanently, stacks (mass – 4x4 area)

- Is it stronger than in the original? Why is the Ray so powerful?
Definitely stronger, due to the dependence on SP and a fairly long duration. However, the mass versions can be weaker (at low SP) – because they only work in an area and require 100% of the turn instead of 50%. The second point is crucial for the mass Ray, whose tempo is half that of the original, so the power per cast is proportionally higher.

 

Stone Skin and Weakness
1 Stone Skin = +(SP + 5) to Defense for 1/2/3/4 rounds
1 Weakness = -(SP + 5) to Attack for 2/4/6/8 rounds

- These spells do almost the same thing. Why does Weakness last twice as long?
Because Stone Skin is more reliable; it has no opposing spell that dispels it for free. Additionally, Stone Skin provides a 1.5 times higher bonus if the unit defends. Weakness is less versatile and cannot reduce Attack below 0. That is, Stone Skin provides stronger, more reliable protection for a short time, while Weakness removes the ability to deal good damage for a long time.

 

Righteous Might and Disrupting Ray
2 Righteous Might = +(SP + 5) to Attack for 1/2/3/4 rounds (mass – 4x4 area)
2 Disrupting Ray = -(SP + 1/2/3/4) permanently, stacks (mass – 4x4 area)

- Why is the power of these spells almost equal, even though the Ray works much longer?
Because duration is less critical when damage is heavily scaled. A vulnerable victim can be destroyed in less than 2-3 rounds, while Righteous Might will continue to work afterwards against other targets.

 

Haste and Slow
3 Haste = +(SP + 5) x 10% to initiative for 1/2/3/4 rounds (mass – 4x4 area)
3 Slow = -67% to initiative for 2/4/6/8 rounds (mass – 4x4 area)

- Why does the first depend on SP, but the second does not?
Because with an equally strong dependence on SP at high Sorcery, Slow would reduce initiative to 0, scaling extremely harshly (stronger than Blind).

- Why is Slow more powerful and also has a longer duration?
Slow is more powerful only in relative terms; in absolute terms, Haste is more powerful. For example, over 1 round, a unit with doubled initiative of 10 gains an extra 100% turn, while a unit with initiative reduced by three times loses only 67% of a turn. Thus, Haste provides a stronger but short bonus, while Slow disables an enemy unit for a long time.

- Are these spells stronger than in the original?
Much stronger. Moreover, even their area mass versions are stronger. However, in terms of tempo, their mass versions are inferior, requiring 100% of the turn instead of 50%.

 

Weakness, Slow, and Sorrow
1 Weakness = -(SP + 5) to Attack for 2/4/6/8 rounds (mass – 4x4 area)
3 Slow = -67% to initiative for 2/4/6/8 rounds (mass – 4x4 area)
4 Sorrow = -(SP + 3) to Morale and Luck for 2/4/6/8 rounds

- Is Slow much stronger than Weakness?
Yes, much stronger – because it reduces initiative by 3 times, while Weakness only reduces damage by 2 times (at average SP). However, Weakness is three times cheaper and sometimes more useful – when you need to sharply reduce the damage of a unit whose turn is coming soon (Slow is not as useful in this regard, working more for the long term). In this respect, Slow is also inferior to Forgetfulness (besides, if a shooter acts less often, it saves ammo).

- Sorrow doesn't seem as strong as Slow. What are its advantages?
Formally, Sorrow makes a unit act 1.6 times less often and deal 1.33 times less damage, meaning it reduces damage slightly more than Weakness, but less than Slow. However, Sorrow's advantage over Weakness is that it works well even at low SP = 2-3. Its advantage over Slow is that it can reduce damage or even delay the turn of a unit whose turn is coming soon (more effectively than Slow would). Furthermore, at high SP, Sorrow plays much stronger against units with upgraded Luck or Morale, effectively canceling all their bonuses. In other words, Sorrow's potential is higher. Sorrow is also good for its unpredictability, which generally works against the opponent (this fact is proven with numbers).

- Is Sorrow stronger than in the original?
Yes. At low SP, Sorrow works just as strongly and for as long as the original does at high SP, while having greater scaling potential (against positive Luck or Morale).

 

Righteous Might and Haste
2 Righteous Might = +(SP + 5) to Attack for 1/2/3/4 rounds (mass – 4x4 area)
3 Haste = +(SP + 5) x 10% to initiative for 1/2/3/4 rounds (mass – 4x4 area)

- Which spell boosts damage more?
Generally, Haste is stronger (and more expensive). Because the real bonus from an additional Attack is lower than 10% per point, as it scales base damage, not current damage. Additionally, Haste is more versatile, as it accelerates not only damage but the entire turn. On the other hand, for a unit that is about to take its turn, Righteous Might will be more useful, as it provides an immediate tangible bonus, while Haste only speeds up the second and subsequent turns.

 

Cure and Anti-Magic
3 Cure = 100% dispel, only on allied targets
4 Anti-Magic = 100% dispel and immunity to magic for 1/2/3/4 rounds on any targets

- Does Cure no longer dispel Light effects?
Yes. This spell has become much less versatile than Anti-Magic, but cheaper. Meanwhile, Anti-Magic can be cast on any unit, including enemy ones, removing all their buffs. The main reason for this is that Cure has a mass version, while Anti-Magic does not.

- Are these spells stronger than in the original?
Generally, stronger. Cure, though less versatile, always works, independent of any chances or any skill. Moreover, it removes much stronger debuffs than in the original, but is also more expensive (given mana scarcity). Anti-Magic is even more expensive but more versatile, allowing the removal of several of the strongest buffs from a single unit regardless of skill or SP.

 

Slow and Blind
3 Slow = -67% to initiative for 2/4/6/8 rounds (mass – 4x4 area)
6 Blind = Paralyze for 2/3/4/5 rounds (or until first damage)

- Slow is very strong, and both spells do not depend on SP. What is the fundamental difference between them?
If we consider a developed skill, over 6 rounds Slow will lead to a loss of the same 4 rounds of turns as Blind. However, during those 6 rounds, the unit will still act. With Blind, the unit will only act on rounds 5 and 6, meaning it starts acting much later. On the other hand, Slow's advantage is that it allows dealing damage to that unit without removing its effect, unlike Blind.

- Is Blind stronger than in the original?
Generally, stronger. For high SP, the difference is negligible, but for low SP it is noticeably stronger because it does not depend on it.

- Why does Blind no longer depend on SP?
Because such is the new standard: the effect of buffs and debuffs depends only on SP, while the duration depends only on skill. In this case, the effect is the same – full paralysis – and it cannot be tied to SP.

 

Blind and Domination
6 Blind = Paralyze for 2/3/4/5 rounds (or until first damage)
15 Domination = control for 0.5/1/1.5/2 rounds with SP x 10% initiative

- What is the fundamental difference between these spells at low SP?
At low SP, the unit may not get a turn at all, making both spells similar. Blind lasts much longer, but Domination allows attacking that unit without even receiving a retaliation.

- The bonus to Domination's effect from SP is incredibly high; can it exceed 100%?
No. Increasing SP above 10 has no effect on this spell (however, up to 10 it is quite desirable).

- Is this Domination stronger than in the original?
In terms of effect power – much stronger (initiative is penalized less). However, it has a short duration that does not scale with SP. Moreover, this spell is also much more expensive (given mana scarcity).

 

Berserker and Domination
10 Berserker = Loss of control for 1 turn with SP x 10% damage
15 Domination = control for 0.5/1/1.5/2 rounds with SP x 10% initiative

- Which spell is stronger?
Here and now, Berserker is usually stronger. The unit, though generally dealing less damage, receives full retaliation (so Berserker is not as dependent on SP). However, Domination lasts longer, is more versatile, and allows more effective attacks. However, at very high SP > 10, Berserker's power continues to grow, unlike Domination.

- Is Berserker weaker than in the original?
Yes, Berserker is weaker in every parameter – in damage (at SP < 10, damage is weaker than 100%), in duration, and is also much more expensive (given mana scarcity). However, the context for its use is better. First, reduced speeds prevent immediately charging into the enemy, which would make using Berserker problematic. Second, generally higher damage amounts make Berserker a more dangerous spell. As practice shows, against aggressive factions, Berserker remains a very unpleasant spell even at low SP, despite its cost and reduced duration. This is a rare case where a spell is genuinely weakened, because there is no reason to strengthen it.

 

Regeneration and Vampirism
4 Regeneration = (SP + 1) x 10% for 1/2/3/4 rounds
8 Vampirism = 100% for 1/2/3/4 rounds

- Why does Regeneration depend on SP, but Vampirism does not?
Because as troop size increases, Vampirism scales, while Regeneration does not (only scaling with SP).

- Are these spells stronger than in the original?
Yes. Regeneration is much stronger due to the reduced troop size. Vampirism is stronger because it immediately provides a strong bonus, regardless of SP (and only at very high SP is Vampirism in the original stronger, due to duration).

- Why is Vampirism in the Light school?
Vampirism actually belongs to the combination Light + Darkness, as it requires both developed skills to learn, while its dependence on Light is more formal (because it strengthens a unit).

- Is Vampirism stronger than Regeneration?
Generally, yes. Due to its ability to remove the most severe debuffs and gain immunity to them (along with the Undead property). But in terms of healing properties, they are comparable. Regeneration on high-level targets restores health faster. Health is restored before the turn, not after (which can affect attack power). Regeneration scales with initiative and can be accelerated by waiting, including while defending. Additionally, Regeneration works at any range, does not require dealing damage, and works well even on heavily damaged units if it can save them from complete destruction. Vampirism, however, is more versatile, allows gaining more benefit from a physical advantage, but requires the unit not to be too heavily damaged for the healing to be effective.

 

Plague and Vengeance
5 Plague = 3 x (SP + 9) damage for 1/2/3/4 turns
8 Vengeance = 15/20/25/30 x F damage

- Are these spells stronger than in the original?
Plague is many times stronger than in the original (given the reduced troop size), but also much more expensive (given mana scarcity). Vengeance works strongly but costs quite a lot, eliminating the possibility of constant spamming.

- Vengeance does not depend on SP; is that correct?
Vengeance scales with troop growth, albeit not linearly. Therefore, a dependence on SP would be redundant (double scaling); Vengeance is unlikely to scale slower than Chaos from SP over time.

- Why is Vengeance moved to the Darkness school?
Vengeance actually belongs to the combination Darkness + Chaos, as it requires both developed skills to learn. It is connected to Chaos by dealing direct damage, but the damage does not scale with SP (untypical for Chaos) and plays out in a prolonged game (typical for Darkness). Nothing connects this spell to Light.

 

Holy Word and Death Wave
12 Holy Word = 1/2/3/4 x (SP + 5) damage to demons, undead, orcs
12 Death Wave = 3/4/5/6 x SP damage to all except demons and undead

- Which spell is stronger?
Typically, Holy Word is stronger (except at very high SP > 10), due to its lesser dependence on SP. However, Death Wave is relevant twice as often. Also, both spells work against orcs (except wyverns).

- Are these spells weaker than in the original?
Formally, yes, but in practice they are equally strong due to the reduced troop size. However, they are much more expensive (given mana scarcity), eliminating the possibility of constantly spamming these spells.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат