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Greetings to all fans of the Heroes of Might & Magic III universe!

I would like to invite you to participate in a project dedicated to creating a reference guide for HoMM III.

The topic itself is not new. There are many individual resources dedicated to describing the physics of the Heroes world, but despite all efforts, it is extremely difficult to find an information source that can be unequivocally classified as a reference guide.

This work does not claim to be original and is the result of compiling various official (Player's Manual) and unofficial (forums and websites) sources dedicated to describing the internal world of the game.

The file in Excel and PDF formats can be found at the following link:
http://vk.com/fizmig

At the moment, the work on the project is not yet fully completed, if it is even possible to complete it... :) Therefore, I would be grateful if anyone would like to participate in it and share their opinions, knowledge, and advice. An updated version of the document will be posted at the specified address for all those who wish. A link to the author will definitely be included. :)

Not all the information provided in this reference guide can be considered official, because it contains observations and assessments of players who wished to share their opinions about the features of the game. But, nevertheless, in general, it достаточно realistically reflects the physics of the Heroes world and will undoubtedly be useful to any beginner.

Given the above, any comments, clarifications, and explanations are welcome. Any suggestions regarding a more optimal form of presenting the information provided will also be valuable.

Sincerely,
AmberSoler
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AmberSoler;103193
I don't think so – it's just math... :)

Any math can be calculated, but you have no idea how to do it in this particular case, am I right?
And what about what I asked in the second part of my question: does the upgraded unicorn have a higher chance of blinding, or not?
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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Any calculation can be done, but you have no idea how to do it in this particular case, am I right?
What should be calculated? Say it in plain language. A 20% probability is pure mathematics, not prediction, and I already said that. At any given moment in time, out of five attempts, one will be successful on average. It might be two in a row, or even three! But then it might not work twenty times in a row... But on average, out of 1000 attempts, 200 will be successful. And they will be distributed relatively evenly over time - but of course, not every fifth one... This is mathematics. And there is no prediction involved.

And if you want to determine whether it will work or not right now, when you are about to attack the enemy, then no one can help you with that. It is impossible. Play roulette on red/black - there is a higher chance of success, but you still won't be able to guess...
What about what I asked in the second part of my question: does the improved unicorn have a higher chance of blinding or not?
In theory (in the manual) - there is no difference. It says so in the reference, read it carefully.
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AmberSoler;103485

And if you want to determine whether it will work or not right now, when you are about to attack the enemy, then no one can help you with that. It's impossible.

It is possible. Haven't you ever noticed? It depends on the arrangement of monsters in a certain order and specific moves during the battle. For example, if I place a monster on "this" cell, then morale will trigger, but if I place it "here," it won't. The same applies to blindness and any ability of any monster. In this way, I easily killed powerful gargoyles with a dragon in one of the BLITZ stages – it's not a coincidence; it's a pattern. As for the percentages, I don't argue. Yes, it's mathematics, but it has many possible solutions. :)
AmberSoler;103485
Play roulette on red/black – there's a higher chance of success, but you still won't guess...

In roulette, there's a way not to lose, don't you agree? :)
AmberSoler;103485
In theory (in the manual), there is no difference. It says so in the reference guide; read it carefully.

I thought so too. Thanks for the answer.
P.S. I was arguing with one guy. :)
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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Ley;103498
There's a way to not lose in roulette, right? :)
I know many ways to "not lose" in roulette, but none of them are correct... :D Roulette is a game with a negative expected value and, by definition, is a losing game. Of course, you can bet on the same number three times and guess correctly, but that's probability theory, not a system. All systems are doomed to fail. You can't guarantee a win in roulette; you can only have a positive balance for some time with a certain probability. The more you play, the less chance you have of winning in the end. Ideally, if you're in the plus, you should stop. But it doesn't work out that way... :)
And the casino's income comes only from Zero.

Added 7 minutes later
Ley;103498
From the arrangement of monsters in a certain order and certain moves during the battle itself. For example, if I place a monster on "this" cell, morale will trigger, but if "here," it won't...
Yes, that's what's called "pseudo-random." That is, there are certain criteria, the combination of which determines the "randomness" in the occurrence of morale or spells that have a probabilistic nature. But they vary from battle to battle and cannot be considered a law. After all, there is a law that determines the trajectory of a body thrown at an angle to the horizon... Now, using it, try to throw a basketball into the hoop several times in a row from different points on the court... :) The law exists, but its operation depends on many factors that cannot be taken into account. That's why we say it's random.
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AmberSoler;103506
I know many ways not to lose at roulette, but none of them are correct... :D Roulette is a game with negative mathematical expectation and by definition—a losing one. Obviously, you can bet on the same number three times and guess it—but that's probability theory, not a system. All systems are doomed to failure.

And the casino's only income is Zero.

Actually, such a possibility really exists—the possibility of beating the casino, and probability theory has nothing to do with it :)
The methodology I am talking about doesn't give 99 or 60%, it gives 100% success!!! Only there is one, but VERY HUGE MINUS—you'll be kicked out of the gambling establishment immediately, in the best case scenario :)
So it's better not to venture there with it, although you can mess with your friends, if such an opportunity exists, of course...;)
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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Ley;103512
In reality, such a possibility exists – the possibility of beating the casino, and the theory of probability has nothing to do with it.
This means it is either illegal or violates the established rules of the game. A revolver also offers a high probability of beating the casino, but that's not what we're talking about... :)
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AmberSoler;103506
Yes, that's what's called "pseudo-randomness." That is, there are certain criteria, a combination of which determines the "randomness" in the appearance of morale or spells, which have a probabilistic nature. But they vary from battle to battle and cannot be considered a law. After all, there is a law that determines the trajectory of a body thrown at an angle to the horizon... And now, using it, try to throw a basketball into the hoop several times in a row from different points on the court... :) The law exists, but its operation depends on many factors that cannot be taken into account. That's why we say - random.

This applies to life, mine and yours, but not to the heroes at all!!! Heroes of Might and Magic is a strategy based on logic and patterns. It's interesting how you express yourself: "pseudo-randomness" - in principle, it's close to the truth, but I would say "anti-randomness" - you can calculate anything, but it will require effort ;). Every single battle can be arranged the way you want - change the "fate of this law of probability"...

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AmberSoler;103515
So it's either not legitimate or it violates the established rules of the game. A revolver is also a high probability of beating the casino, but that's not what we're talking about... :)

Okay, let's stop talking about this - it's just chatter.
P.S. it's absolutely legitimate
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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Ley;103516
This applies to life, yours and mine, but definitely not to the heroes!!! Heroes of Might and Magic is a strategy game based on logic and patterns. It's interesting how you put it: "pseudo-random" - it's close to the truth, but I would say "anti-random" - you can calculate anything, but it will require effort ;). Every single battle can be arranged the way you want - you can change the "fate of this probability law"...
Hold on, don't exaggerate. How does a PRNG (Pseudo-Random Number Generator) work? It uses a pre-defined random sequence of numbers, then modifies it using some complex function, but nevertheless, if you know this principle in advance and perform all the calculations that occur in its core together with the computer, you will get the same result. That's why I say - pseudo-random (I didn't invent this term - it's actually called that). But within the game, the calculation mechanism is unknown to us, and it is impossible to find it unambiguously by trial and error. You can see some dependencies, but you won't be able to prove that it is so...
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Let's not argue about casinos anymore. Instead, answer this question:
Let's say a month comes when some creature's numbers double...
Does anything influence the number of stacks on the map, their size, the total amount of HP, or the choice of which creature will double? I only know that the more free space there is, the more of them there will be.
Клан"Yan-luo-Wan"

Зло летает на крыльях, добро ползает как черепаха.
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BotINKi;103521
It's pointless to argue about casinos :) Better answer this question:
Let's say the month of doubling some creature has arrived...
Does anything influence the number of stacks on the map, their size, the total amount of HP, or the choice of which creature will be doubled? I only know that the more free space there is, the more of them there will be.
They don't double; they simply appear on the map and then grow by 10% per week. I think that eventually, all free space will be filled with monsters. And they always appear with a starting size, which varies within certain limits - well, for example, 10-100 units in a stack (it may depend on the total XP). This can be checked.

By the way, this topic is not useless, especially for "miners," and when playing for experience, as the combination of the month's wandering monsters greatly affects the subsequent situation... Therefore, I appeal to all players to help test this aspect. The save and template for recording test results are in the attachment.

Task: load the save, click "next turn," and record the results in the table - which monster, how many stacks, and the number of monsters in the stacks that appeared on the map. Then again - load and next turn. It's all quite simple. The only thing is to enable the cheat menu to determine the number of monsters. To test statistical events, many tests need to be carried out, preferably on different computers. Therefore, I will be grateful for your help. The results of the research will be reflected in the reference guide.
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AmberSoler;103519
Hold on, don't exaggerate. How does the PRNG (Pseudo-Random Number Generator) work? It uses a pre-defined sequence of numbers, then modifies it using some complex function, but nevertheless, if you know this principle in advance and perform all the calculations that occur in its core together with the computer, you will get the same result. That's why I say it's a pseudo-random number (I didn't invent this term - it's actually called that). But within the game, the calculation mechanism is unknown to us, and it is impossible to find it by trial and error. You can see some dependencies, but it will not be possible to prove that this is the case...

Come on, I'm not exaggerating :)
Yes, I agree that the PRNG "uses a pre-defined sequence of numbers" - I'm not arguing, I've already written about it. You say that we might be able to calculate like the computer with its database, calculate special coefficients for a given moment, implement them in the game, etc. But there is one drawback - in each battle, "it" (the computer) calculates and determines the percentage of this "chance of occurrence" that is embedded in its resource, and unlike humans, it is unlikely to make a mistake. But simply in each new battle, the computer starts calculating from "scratch" - the same 20% will be used again, and the count will start over - that's why I said that you can "figure it all out" and deal with the most difficult task in the battle :)

Added after 4 minutes
AmberSoler;103522
They don't double, they just appear on the map, and then grow by 10% per week.

I disagree! They definitely double... For example, when I play as a Barbarian, whether against the computer or someone else, I never upgrade Goblins, because the "Goblin population doubled" event exists, and Hobgoblins don't. It's definitely worth it. It has played a significant role in battles ;)
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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Ley;103779
I disagree! They definitely do double... For example, when I play as a Barbarian, whether against the AI or another player, I never upgrade Goblins because the "Goblin population doubled" ability is there, but the Hobgoblin ability is not, and that's worth it. It has often played a significant role in battles.
I meant the appearance of neutral creatures on the map...
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AmberSoler;103787
I meant the appearance of neutral creatures on the map...

I just wrote it that way because Bootin said: "let's say it's the month of DOUBLE population growth." I definitely wasn't saying that you didn't know about it ;)
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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Gurnisson, Arlak, Christian, and others asked me to ask the following questions:
1. Do artifacts (various bows, bowstrings, etc.) affect the ballista?
2. Does the "archery" skill affect the ballista?
3. Does the "attack" skill affect the ballista?
4. What magic affects the ballista? Or, if it's easier, what magic does not affect the ballista?
5. Am I correct in understanding that the "luck" skill affects the ballista? And does it not have morale, but it does have luck?
6. What is the ACTUAL probability of Torosaru getting the "artillery" skill? Regarding this question, I kindly request an answer based on experience, and not on tables of probabilities for the appearance of secondary skills in different hero classes...
Thank you in advance.

Орден Фениксахаризматический :) лидер
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Qwerty;107107
1. Do artifacts (various bows, bowstrings, etc.) affect the ballista?
These artifacts do not affect the ballista, but rather the secondary skill Archery. So, if it doesn't have Archery, the artifacts are useless. Well, almost useless, because together they give the Sniper Bow, which, although it doesn't increase damage without the Archery skill, still removes the range penalty.
2. Does the "Archery" skill affect the ballista?
3. Does the "Attack" skill affect the ballista?
The "Attack" skill does not affect archers at all; they have an equivalent – the secondary skill Archery. "Attack" and "Archery" are mutually exclusive skills.

The base damage dealt by the ballista is calculated using the following formula:

D(bas) = {2...3}*(Att+1), where Att is the hero's primary attack skill.
With an advanced blessing, the base damage will be D(bas) = 3*(Att+1)
With an expert blessing, the base damage will be D(bas) = 3*(Att+1)+1

The actual damage depends on the difference between the ballista's total attack and the target's total defense, the presence of the Artillery secondary skill, and the presence of artifacts that increase shooting accuracy.
4. What magic affects the ballista? Or, if it's easier, what magic does not affect the ballista?
The ballista is immune to the following skills:
Own:
Bloodlust
Sacrifice
Frenzy
Joy
Clone
Teleport

Other:
Explosion
Hypnosis
Sadness
Blindness
Berserk
Forgetfulness
5. Am I correct in understanding that the "luck" skill affects the ballista? And it has no morale, but it does have luck?
Yes, it has no morale, but it does have luck.
6. What is the REAL probability of Toros receiving the "Artillery" skill? I would like to ask you to answer this question based on experience, and not on tables of probabilities for the appearance of secondary skills in different classes of heroes...
The real probability is equal to the probability indicated by the developers – for the alchemist, it is 4%.
There are no other criteria besides the hero class for the probability of a secondary skill appearing.
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