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Author:Alexrom66
taken from here: http://heroes.ag.ru/heroes5/advices/01/
Hero parameters "attack" and "defense".
These parameters are additive modifiers to the same-named parameters of the creature.
Defend Command.
If a stack performs the Defend command, its "defense" parameter modifier = 1.3 (+30% "defense").
There are exceptions to the general rule - the hero ability Hold Your Ground and the Take Roots ability of the Ancient Treant creature (see below).
Luck.
When "positive" luck triggers, the damage modifier = 2.0 (+100% damage).
When "negative" luck triggers, the damage modifier = 0.5 (-50% damage).
Attack
Basic/Advanced/Expert skill levels provide a damage modifier = 1.05 / 1.1 / 1.15 (+5%/10%/15% damage) for melee attacks of all stacks in the hero's army.
Defense
Basic/Advanced/Expert skill levels provide a damage modifier = 0.9 / 0.8 / 0.7 (-10%/20%/30% damage) when all stacks in the hero's army receive damage from melee attacks.
Counterstrike
Basic/Advanced/Expert/Ultimate skill levels provide a damage modifier = 1.05 / 1.1 / 1.2 / 1.25 (+5%/10%/20%/25% damage) for "retaliation" melee attacks of all stacks in the hero's army.
Avenger
Upon successful triggering of this skill, the favored enemy will receive damage with a modifier of 2.0 (+100% damage).
Archery (Attack skill)
Damage modifier = 1.2 (+20% damage) for ranged attacks of all stacks in the hero's army.
Evasion (Defense skill)
Damage modifier = 0.8 (-20% damage) when all stacks in the hero's army receive damage from ranged attacks.
Stand Your Ground (Defense skill)
The stack's "defense" parameter is multiplied by 1.6 (+60% "defense") when a stack in the hero's army performs the Defend command.
Special case - Ancient Treants with the Take Roots ability. If Stand Your Ground is present, their "defense" parameter is multiplied by 2.0 (+100% "defense") when performing Defend.
Retribution (Attack skill)
If a stack's "morale" parameter > 0, the damage modifier = (1+0.5*"morale") (+5% damage for each unit of morale) for melee and ranged attacks of all stacks in the hero's army.
If morale <= 0, the damage modifier = 1.0 (i.e., damage remains unchanged).
Cold Steel (Attack skill)
Adds 10% elemental damage (cold) to the stack's final "physical" damage. Works for both melee and ranged attacks.
Chilling Bones (Defense skill)
When a stack with Chilling Bones is attacked via melee, the attacking stack receives elemental damage (cold) = 5% of the dealt damage in return. Damage from Chilling Bones is dealt every time the stack is hit and does not depend on retaliation.
Fiery Wrath (Destructive Magic skill)
Adds 10% elemental damage (fire) to the stack's final ("physical") damage. Works for both melee and ranged attacks.
Wall of Fog (Summoning Magic skill)
"Min damage" and "max damage" parameters are reduced by 10% for enemy army stacks with the Shooter ability.
Battle Frenzy (Attack skill)
Increases "min damage" and "max damage" parameters of all stacks in the hero's army by 1
That is, effectively, it increases the creature's "base damage" by 1.
Nature's Wrath (Attack skill)
Increases the "max damage" parameter by 1 for all stacks with creatures from the Sylvan castle.
Elven Luck (Luck skill)
Damage modifier when "positive" luck triggers = 2.25 (+125% damage) for melee and ranged attacks.
With "negative" luck - -50% damage.
Ability Benediction (Counterstrike Skill, Knight hero).
Upon activation, it gives +1 to "attack" and "defense" characteristics for all stacks in the hero's army.
Additionally provides +10% to "initiative" and +1 "morale".
Duration = (2 + 0.25*hero_level) turns.
Ability Hellfire (Gating Skill, Demon Lord hero).
Chance=30% upon attack to deal additional elemental damage = (50+Hero_SpellPower*5).
"Element" - Fire.
Works for both melee and ranged attacks.
Each triggering of the ability spends 5 units of hero mana.
Ability Searing Fires (Destructive Magic Skill, Demon Lord hero).
Increases by 50% the additional elemental damage dealt via the Hellfire ability.
That is, elemental damage will be = 1.5 *(50+Hero_SpellPower*5).
Ability Hellwrath (Defense Skill, Demon Lord hero).
Elemental damage from the Hellfire ability will be dealt not only upon attack, but also during retaliation.
Battle Dive (Imperial Griffin)
Damage modifier = 2.0 (+100% damage) when "diving" onto the attacked stack.
Fire Shield (Fire Elemental, Phoenix)
When a stack with Fire Shield is attacked via melee, the attacking stack receives elemental damage (fire) = 20% of the dealt damage in return. Damage from Fire Shield is dealt every time the stack is hit and does not depend on retaliation.
Jousting (Cavalier, Paladin)
Damage modifier = 1+0.1*"number of cells moved before attack". (+10% damage for each cell moved).
Large Shield (Footman, Squire)
Damage modifier = 0.5 (-50% damage) when receiving damage from ranged attacks.
Lizard Bite (Grim Raider)
If a friendly stack attacks an enemy stack that is adjacent to a friendly Grim Raider stack, the Grim Raiders stack will "support" the attack and deal an additional hit with a damage modifier = 0.5 (-50% damage).
No Range Penalty (Mage, Archmage)
No damage penalty for ranged attacks at a distance > 6 cells.
No Melee Penalty (Priest, Inquisitor, Titan, Scout, Assassin)
No damage penalty during melee attack, which is usual for shooting creatures.
Precise Shot (Marksman)
During a ranged attack, the final "defense" parameter of the attacked stack is considered equal to 0 if the distance to it <= 3 cells.
That is, the "defense" parameter of the attacked stack is completely ignored when shooting "point-blank".
Range Penalty (Scout, Assassin)
Damage modifier = 0.5 (-50% damage) when performing a ranged attack.
Rider Charge (Dark Raider, Grim Raider)
For each cell the stack moves before dealing a hit, 20% will be subtracted from the attacked stack's "defense" parameter. However, the "defense" parameter cannot become <0.
Example: when moving 3 cells before hitting, the "defense" parameter decreases by 60%. When moving 5 or more cells, the "defense" parameter will be = 0.
Scatter Shot (Archer)
Shooting in a 3x3 square, but the damage modifier will be = 0.5 (-50% damage).
Shield Allies (Squire).
All stacks located on adjacent cells have a damage modifier = 0.5 (-50% damage) when receiving damage from ranged attacks.
Take Roots (Ancient Treant)
Performing the Defend command gives a "defense" parameter modifier = 1.5 (+50% "defense"). (Instead of the usual modifier = 1.3).
Additionally grants the Unlimited Retaliation ability.
If the hero has the Stand Your Ground ability, performing the Defend command gives a "defense" parameter modifier = 2.0 (+100% "defense").
Vorpal Sword (Pit Lord)
Damage dealt by a stack with the Vorpal Sword ability will be increased by a constant value = to the "HP" parameter of the creature in the attacked stack.
That is, first 1 is "subtracted" from the number of creatures in the attacked stack, and then normal damage is dealt.
Unicorn Horn Bow ("Negates range penalties for all shooting units in hero's army")
Gives the "No Range Penalty" ability to all Shooter stacks in the hero's army.
Necklace of the Bloody Claw ("Adds +1 damage to all creatures in hero's army.")
Increases "min damage" and "max damage" parameters of all stacks in the hero's army by 1
Weakness (Dark Magic)
Reduces the stack's "max damage" characteristic.
"max damage" = "min damage" + "spell effect"*("max damage"-"min damage").
"Spell effect" at None/Basic/Advanced/Expert levels of Dark Magic school is 0.5 / 0.35 / 0.2 / 0.0.
Vulnerability (Dark Magic)
At None/Basic/Advanced/Expert levels of Dark Magic school, it reduces the stack's "defense" characteristic by 3/4/5/6 points.
Suffering (Dark Magic)
At None/Basic/Advanced/Expert levels of Dark Magic school, it reduces the stack's "attack" characteristic by 3/6/9/12 points.
Confusion (Dark Magic)
At None/Basic/Advanced/Expert levels of Dark Magic school, it gives a damage modifier = 0.5 / 0.3 / 0.1 / 0.0 (-50%/70%/90%/100% damage) for ranged attacks and retaliation attacks of the stack.
Frenzy (Dark Magic)
Increases the stack's "min damage" and "max damage" characteristics.
"min damage" = "min damage"* (1+SpellPower*0.03).
"max damage" = "max damage"* (1+SpellPower*0.03).
Divine Strength (Light Magic)
Increases the stack's "min damage" characteristic.
"min damage" = "min damage" + "spell effect"*("max damage" - "min damage").
"Spell effect" at None/Basic/Advanced/Expert levels of Light Magic school is 0.5 / 0.65 / 0.8 / 1.0.
Endurance (Light Magic)
At None/Basic/Advanced/Expert levels of Light Magic school, it increases the stack's "defense" characteristic by 3/6/9/12 points.
Righteous Might (Light Magic)
At None/Basic/Advanced/Expert levels of Light Magic school, it increases the stack's "attack" characteristic by 3/6/9/12 points.
Deflect Missile (Light Magic)
At None/Basic/Advanced/Expert levels of Light Magic school, it gives a damage modifier = 0.75 / 0.6 / 0.45 / 0.3 (-25%/40%/55%/70% damage) when the stack receives damage from ranged attacks.
Arcane Armor (Summoning Magic).
At None/Basic/Advanced/Expert levels of Summoning Magic school, it gives a damage modifier = 0.75 / 0.75 / 0.75 / 0.5 (-25%/25%/25%/50% damage) when the stack receives damage from any attacks.
Hero specializations in specific creatures.
Additive modifier for "attack" and "defense" parameters = (1+ "hero level"/2) for "specialized" creatures in the hero's army. Rounded down.
NB: pin the topic
taken from here: http://heroes.ag.ru/heroes5/advices/01/
Influence of various game components on damage calculation.
Core Game Mechanics.
Hero parameters "attack" and "defense".
These parameters are additive modifiers to the same-named parameters of the creature.
Defend Command.
If a stack performs the Defend command, its "defense" parameter modifier = 1.3 (+30% "defense").
There are exceptions to the general rule - the hero ability Hold Your Ground and the Take Roots ability of the Ancient Treant creature (see below).
Luck.
When "positive" luck triggers, the damage modifier = 2.0 (+100% damage).
When "negative" luck triggers, the damage modifier = 0.5 (-50% damage).
Hero Skills.
Attack
Basic/Advanced/Expert skill levels provide a damage modifier = 1.05 / 1.1 / 1.15 (+5%/10%/15% damage) for melee attacks of all stacks in the hero's army.
Defense
Basic/Advanced/Expert skill levels provide a damage modifier = 0.9 / 0.8 / 0.7 (-10%/20%/30% damage) when all stacks in the hero's army receive damage from melee attacks.
Counterstrike
Basic/Advanced/Expert/Ultimate skill levels provide a damage modifier = 1.05 / 1.1 / 1.2 / 1.25 (+5%/10%/20%/25% damage) for "retaliation" melee attacks of all stacks in the hero's army.
Avenger
Upon successful triggering of this skill, the favored enemy will receive damage with a modifier of 2.0 (+100% damage).
Hero Abilities.
Archery (Attack skill)
Damage modifier = 1.2 (+20% damage) for ranged attacks of all stacks in the hero's army.
Evasion (Defense skill)
Damage modifier = 0.8 (-20% damage) when all stacks in the hero's army receive damage from ranged attacks.
Stand Your Ground (Defense skill)
The stack's "defense" parameter is multiplied by 1.6 (+60% "defense") when a stack in the hero's army performs the Defend command.
Special case - Ancient Treants with the Take Roots ability. If Stand Your Ground is present, their "defense" parameter is multiplied by 2.0 (+100% "defense") when performing Defend.
Retribution (Attack skill)
If a stack's "morale" parameter > 0, the damage modifier = (1+0.5*"morale") (+5% damage for each unit of morale) for melee and ranged attacks of all stacks in the hero's army.
If morale <= 0, the damage modifier = 1.0 (i.e., damage remains unchanged).
Cold Steel (Attack skill)
Adds 10% elemental damage (cold) to the stack's final "physical" damage. Works for both melee and ranged attacks.
Chilling Bones (Defense skill)
When a stack with Chilling Bones is attacked via melee, the attacking stack receives elemental damage (cold) = 5% of the dealt damage in return. Damage from Chilling Bones is dealt every time the stack is hit and does not depend on retaliation.
Fiery Wrath (Destructive Magic skill)
Adds 10% elemental damage (fire) to the stack's final ("physical") damage. Works for both melee and ranged attacks.
Wall of Fog (Summoning Magic skill)
"Min damage" and "max damage" parameters are reduced by 10% for enemy army stacks with the Shooter ability.
Battle Frenzy (Attack skill)
Increases "min damage" and "max damage" parameters of all stacks in the hero's army by 1
That is, effectively, it increases the creature's "base damage" by 1.
Nature's Wrath (Attack skill)
Increases the "max damage" parameter by 1 for all stacks with creatures from the Sylvan castle.
Elven Luck (Luck skill)
Damage modifier when "positive" luck triggers = 2.25 (+125% damage) for melee and ranged attacks.
With "negative" luck - -50% damage.
Ability Benediction (Counterstrike Skill, Knight hero).
Upon activation, it gives +1 to "attack" and "defense" characteristics for all stacks in the hero's army.
Additionally provides +10% to "initiative" and +1 "morale".
Duration = (2 + 0.25*hero_level) turns.
Ability Hellfire (Gating Skill, Demon Lord hero).
Chance=30% upon attack to deal additional elemental damage = (50+Hero_SpellPower*5).
"Element" - Fire.
Works for both melee and ranged attacks.
Each triggering of the ability spends 5 units of hero mana.
Ability Searing Fires (Destructive Magic Skill, Demon Lord hero).
Increases by 50% the additional elemental damage dealt via the Hellfire ability.
That is, elemental damage will be = 1.5 *(50+Hero_SpellPower*5).
Ability Hellwrath (Defense Skill, Demon Lord hero).
Elemental damage from the Hellfire ability will be dealt not only upon attack, but also during retaliation.
Creature Abilities.
Battle Dive (Imperial Griffin)
Damage modifier = 2.0 (+100% damage) when "diving" onto the attacked stack.
Fire Shield (Fire Elemental, Phoenix)
When a stack with Fire Shield is attacked via melee, the attacking stack receives elemental damage (fire) = 20% of the dealt damage in return. Damage from Fire Shield is dealt every time the stack is hit and does not depend on retaliation.
Jousting (Cavalier, Paladin)
Damage modifier = 1+0.1*"number of cells moved before attack". (+10% damage for each cell moved).
Large Shield (Footman, Squire)
Damage modifier = 0.5 (-50% damage) when receiving damage from ranged attacks.
Lizard Bite (Grim Raider)
If a friendly stack attacks an enemy stack that is adjacent to a friendly Grim Raider stack, the Grim Raiders stack will "support" the attack and deal an additional hit with a damage modifier = 0.5 (-50% damage).
No Range Penalty (Mage, Archmage)
No damage penalty for ranged attacks at a distance > 6 cells.
No Melee Penalty (Priest, Inquisitor, Titan, Scout, Assassin)
No damage penalty during melee attack, which is usual for shooting creatures.
Precise Shot (Marksman)
During a ranged attack, the final "defense" parameter of the attacked stack is considered equal to 0 if the distance to it <= 3 cells.
That is, the "defense" parameter of the attacked stack is completely ignored when shooting "point-blank".
Range Penalty (Scout, Assassin)
Damage modifier = 0.5 (-50% damage) when performing a ranged attack.
Rider Charge (Dark Raider, Grim Raider)
For each cell the stack moves before dealing a hit, 20% will be subtracted from the attacked stack's "defense" parameter. However, the "defense" parameter cannot become <0.
Example: when moving 3 cells before hitting, the "defense" parameter decreases by 60%. When moving 5 or more cells, the "defense" parameter will be = 0.
Scatter Shot (Archer)
Shooting in a 3x3 square, but the damage modifier will be = 0.5 (-50% damage).
Shield Allies (Squire).
All stacks located on adjacent cells have a damage modifier = 0.5 (-50% damage) when receiving damage from ranged attacks.
Take Roots (Ancient Treant)
Performing the Defend command gives a "defense" parameter modifier = 1.5 (+50% "defense"). (Instead of the usual modifier = 1.3).
Additionally grants the Unlimited Retaliation ability.
If the hero has the Stand Your Ground ability, performing the Defend command gives a "defense" parameter modifier = 2.0 (+100% "defense").
Vorpal Sword (Pit Lord)
Damage dealt by a stack with the Vorpal Sword ability will be increased by a constant value = to the "HP" parameter of the creature in the attacked stack.
That is, first 1 is "subtracted" from the number of creatures in the attacked stack, and then normal damage is dealt.
Artifacts.
Unicorn Horn Bow ("Negates range penalties for all shooting units in hero's army")
Gives the "No Range Penalty" ability to all Shooter stacks in the hero's army.
Necklace of the Bloody Claw ("Adds +1 damage to all creatures in hero's army.")
Increases "min damage" and "max damage" parameters of all stacks in the hero's army by 1
Spells.
Weakness (Dark Magic)
Reduces the stack's "max damage" characteristic.
"max damage" = "min damage" + "spell effect"*("max damage"-"min damage").
"Spell effect" at None/Basic/Advanced/Expert levels of Dark Magic school is 0.5 / 0.35 / 0.2 / 0.0.
Vulnerability (Dark Magic)
At None/Basic/Advanced/Expert levels of Dark Magic school, it reduces the stack's "defense" characteristic by 3/4/5/6 points.
Suffering (Dark Magic)
At None/Basic/Advanced/Expert levels of Dark Magic school, it reduces the stack's "attack" characteristic by 3/6/9/12 points.
Confusion (Dark Magic)
At None/Basic/Advanced/Expert levels of Dark Magic school, it gives a damage modifier = 0.5 / 0.3 / 0.1 / 0.0 (-50%/70%/90%/100% damage) for ranged attacks and retaliation attacks of the stack.
Frenzy (Dark Magic)
Increases the stack's "min damage" and "max damage" characteristics.
"min damage" = "min damage"* (1+SpellPower*0.03).
"max damage" = "max damage"* (1+SpellPower*0.03).
Divine Strength (Light Magic)
Increases the stack's "min damage" characteristic.
"min damage" = "min damage" + "spell effect"*("max damage" - "min damage").
"Spell effect" at None/Basic/Advanced/Expert levels of Light Magic school is 0.5 / 0.65 / 0.8 / 1.0.
Endurance (Light Magic)
At None/Basic/Advanced/Expert levels of Light Magic school, it increases the stack's "defense" characteristic by 3/6/9/12 points.
Righteous Might (Light Magic)
At None/Basic/Advanced/Expert levels of Light Magic school, it increases the stack's "attack" characteristic by 3/6/9/12 points.
Deflect Missile (Light Magic)
At None/Basic/Advanced/Expert levels of Light Magic school, it gives a damage modifier = 0.75 / 0.6 / 0.45 / 0.3 (-25%/40%/55%/70% damage) when the stack receives damage from ranged attacks.
Arcane Armor (Summoning Magic).
At None/Basic/Advanced/Expert levels of Summoning Magic school, it gives a damage modifier = 0.75 / 0.75 / 0.75 / 0.5 (-25%/25%/25%/50% damage) when the stack receives damage from any attacks.
Other.
Hero specializations in specific creatures.
Additive modifier for "attack" and "defense" parameters = (1+ "hero level"/2) for "specialized" creatures in the hero's army. Rounded down.
NB: pin the topic
Rean's Ghost :smile24: