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#1
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Who knows in which direction the number should be changed to decrease the chance of stunning? I think it should be increased, from 3 to 4. But a fellow modder says it should be decreased, from 3 to 2. The manual for version 3.0 says that I am probably right... maybe. I'm not sure.))) Are there any experts on stunning?)))
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#2
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That's a great question, I never thought about it before!

The wiki says it's calculated like this:

probability = 1 - (1 - base probability)^3

At the same time, the base probability is always in the range [0.05; 0.75], meaning the bracket will always be less than 1, and the higher the power, the smaller the bracket, and the HIGHER the probability.
So, you need to decrease the value to reduce the chance.

..... I'll probably write an example, just in case, because I got confused three times and only fixed the last mistake while writing this example!
Let's take a base probability of 0.75, then it will be like this:

x = 1 - (1 - 0.75)^3 = 1 - 0.25^3 = 0.984375 - this is the maximum probability, but if you replace 3 with 1, it will already be equal to 0.75

For this result, the total health of the vampires must be 17 times greater than the health of the enemy unit.

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#3
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[email protected]

Great question, I never thought about it!

The wiki says it like this:

probability of triggering = 1 - (1 - base probability)^3

At the same time, the base probability is always in the range [0.05; 0.75], that is, the bracket will always be less than 1, and the higher the power, the smaller the bracket, and the HIGHER the probability
that is, you need to decrease the value to decrease the chance

..... I'll probably write an example, just in case, because I got confused 3 times and fixed the last mistake when I was already writing this example!
Let's take the base probability 0.75, then it will be like this

x = 1 - (1 - 0.75)^3 = 1 - 0.25^3 = 0.984375 - this is the maximum probability, but if you replace 3 with 1, then it will already be equal to 0.75

For such a result, the total health of the vampires must be 17 times greater than the enemy unit


Wow, that's powerful for my humanities-based brain.
In general, I don't need to reduce it by 17 times, I think, based on how it works now, I'll reduce it by about 2 times.
There is also a nuance here: the Scorpion in Heroes 3 has a similar ability, and I decided to add it to the Scorpions in Heroes 5, but the Scorpions have significantly more HP than the Vampire Lords... will it turn out that they will always "stun" the enemy xD

The Scorpion ability in Heroes 3


Scorpion stats in Heroes 5


In short, I want to maintain balance =)
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#4
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here's the breakdown:

the chance for the ability to trigger usually ranges from 14% to 98%, depending on the strength of the unit.
if you reduce the coefficient from 3 to 1, the chance will be from 25% to 75%.

the amount of health only affects the size of the probability; the problem is that this ability acts as an alternative to "enemy does not resist," and with a small chance, it will be less effective. However, as it is, the vampire becomes a ferocious destroyer of small, low-level units, and conversely, its effectiveness will decrease against large groups of enemies.
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#6
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by the way, there's an interesting thing here - if we change the degree, then as it increases, the chance will also increase. For example, a degree of 8 will raise the minimum chance from 14% to 37%. According to the laws of mathematics, if you enter a value with a (-) sign, the number will not be raised to a power, but rather, you will have to take the root of it. That is, in theory, if you enter -2, the maximum chance will be 50%, and the average chance will be 13%, but it is not clear how the game will perceive this (-)

1) It is possible that the game will simply break - all formulas, whose coefficients are written below this, will stop working
2) It is possible that the game will ignore this minus and nothing will change significantly
3) It is possible that the game will crash when using the ability

Added after 28 minutes
Well, and yes, the last option is that the game will calmly accept the (-) sign and take the root, and everything will work.
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#7
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the manual has a section about the "factor," which states that the factor is the number of attempts required for an ability to trigger. Soldier's Luck, for example, increases the factor by 2. Therefore, to reduce the chance of an ability being used, you need to decrease the factor.
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#8
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VeryDobro3D
The manual has a section about the "factor," which states that the factor is the number of attempts required for an ability to trigger. Soldier's Luck, for example, increases the factor by 2.
Therefore, to reduce the chance of an ability being used, you need to decrease the factor.

Thank you.
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#9
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Turns out I'm a bad mathematician — for some reason I thought fractional powers didn't exist, and today I found one in the fear attack formula!
Actually, negative powers don't exist, while a fractional power is exactly what gives you a root

Fear attack probability
1 - (1 - Base probability)^0.8
modifiable parameter <Fear_ProcFactor>0.8</Fear_ProcFactor>

Stun probability
1 - (1 - Base probability)^3
modifiable parameter <SleepingStrike_ProcFactor>3</SleepingStrike_ProcFactor>

even the base probability there is calculated the same way

with equal health ratios of the stacks, the blindness probability (for example) will be 0.5, while the fear probability will be 0.17
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