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Dear AmberSoler, I have a few thoughts on how to improve this most useful reference guide.
- the brief descriptions of specializations are slightly unclear
for example, you could specify that "Offense" increases the percentage value of the "Offense" skill by 5% per level, rather than the attack itself.
- the "Wizardry" skill - it's interesting that the percentage resurrected is not from the number of killed creatures, but perhaps from the amount of HP of the killed creatures, I don't know for sure.
It's also unclear how many undead are resurrected when having the "Cloak of the Undead King" artifact, because fewer ghosts are resurrected than zombies, and fewer liches than ghosts.
A chapter has already been written on this topic and will be published with the release of the new version—v.1.11
- a specialization for a certain type of creature adds +1 to speed (this is obvious) and also "Increases Defense and Offense skills of any creatures of this type for each level reached after level X"—how should this be understood—does an increase of +1 to attack and defense occur every X levels, i.e., at level X +1, at level 2X +2, etc.?
- specialization for a spell: "Strengthens the spell by comparing the hero's level with the target's level (the bonus is higher when used on weak units)." By how much does it strengthen? Clearly not by the difference between the hero's level and the target's level (checked through experience).
- I wonder where one can see these mysterious MP (movement points) for heroes?
Information on the correspondence between MP and the fill level of the "green bar" would also be useful. How much MP does each plus sign beyond a full bar symbolize? Can the amount of MP be greater than with 3 plus signs?
- on page 26 (Determining army size for neutrals in different versions of HMM III), the column for 'The Shadow of Death' lists 1-4 as "few", whereas in my version of SoD, it is "several"; perhaps a patch to version 3.2 changes the name of the quantity? (I have 3.00)
- on page 46 (Analysis of unit efficiency for each castle and general impression), in my opinion, a more detailed description of city development features, tactics, and strategies when playing them could be made. I want more :)
Do you know even one tactic regulated by the game manufacturer? :) Here—as many people as there are opinions, agree?
With all due respect to you AmberSoler, on p. 21 (Calculation of damage dealt in battle), the damage calculation is not entirely correct.
It's just that, in my view, you presented it incorrectly:
Your version:
b) according to the reference guide
U1=U
U2=U1-U1*(D-A)*2.5%=623 considering the AD difference
U2=U2+U1*46.5%=1037 considering the "Offense" skill
U3=U2-U2*15%=881 considering the "Armorer" skill
U3=U3-U3*30%=616 considering the "Shield" spell
Below is how you should have presented it:
b) according to the reference guide
U1=U
U2=U1-U1*(D-A)*2.5%=623 considering the AD difference
U2=U2*(1+46.5%)=913 considering "Offense", or like this: U2=U2+U1*46.5%*(1-[D-A]*2.5%)=913
U3=U2-U2*15%=776 considering the "Armorer" skill
U3=U3-U3*30%=543 considering the "Shield" spell
Because the text says literally the following: "If the attacker has the Offense skill, then damage U2 is increased by... 30%" (or 46.5%, as in our case). In other words, you added a portion of base damage without reducing it by the corresponding coefficient considering the AD difference. After all, in cases where offense is less than defense, the victim's "defense bonus" reduces all attacker parameters... Review carefully once more what is written in the reference guide and compare it with your interpretation.
And another thing—you consider the spells "Shield" and "Air Shield", but you don't touch upon ones like "Stone Skin", "Precision", "Bloodlust", etc. In my view, they shouldn't be included in the formula at all. Spells modify initial conditions and each acts in its own way. For the same reason, the effect of Offense specializations is not mentioned there, as they simply modify the secondary skill Offense...
But damage calculation depends on the attack and defense of units, as well as the secondary skills Offense and Armor for heroes... The topic was dedicated specifically to this fundamental question. And I wouldn't want to complicate it, because in that case, many more things would need to be added.
Now, as for the form of presenting the calculation itself—it is not entirely strict, not mathematical... :) And here I agree with you.
Initially, I had the thought of modifying it by linking it to formulas. However, over time, I decided that a step-by-step description of the mechanism is still more visual and acceptable for understanding. And this is more important than the strictness of formulas. But I like your way of presenting the material. Let's just have me provide your calculations and unified formulas as a system of equations below :) Those who need it will figure it out!
- I haven't been into heroes long enough to make discoveries in the "physics of the world", but as a Новичок, I can appreciate the accessibility and functionality of this reference guide
P.s. I will be glad for any questions or comments...
Respectfully,
AmberSoler
