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Posts from - A reference guide and manual in Russian for Heroes 3.

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#1
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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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#184
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Well, I don't know, Amber. I've actually encountered situations where damage in a replayed battle repeats with the same creature actions. It's not about coincidence; I'm talking about this specific controversial point. This example is somewhat reminiscent of the possibility of repeating morale or luck events, even if you consider that morale either happens or doesn't (i.e., conditionally 50%), and damage is a variable value (i.e., again, conditionally, it's already 1/10%), there's still some similarity, namely, the very possibility of repetition with the same combination of attacks (defense, turns...) of creatures on the battlefield... P.S. Thank you for the answer. Added 3 minutes later Then, a reverse question: Are there any other spells that have a very short duration and are independent of magic power? (like a force field) Also: How does the luck spell work when: 1) there is no "air" skill 2) initial "air" skill 3) advanced 4) expert I understand that this skill increases the chance of the event occurring in percentages, but what percentages exactly?
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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#185
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Ley;138832
Are there any spells that have a very short duration and are independent of magic power? (like a force field)
FizMiG, sheet 02 "Spells used in HMM III". It contains information about the duration of each spell.
Ley;138832
Also:
How does the "Luck" spell work when:
1) there is no "Air" skill
2) basic "Air" skill
3) advanced
4) expert
I mean, this skill increases the chance of success in percentages, but what exactly are those percentages?
+1 (no skill and basic), +2 (advanced and expert).

And the success rate is as follows: 4.2%, 8.3%, 12.5%. This is also available in the reference: Sheet 14, "Objects on the map that allow you to gain morale, luck, mana, and MP".
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#186
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AmberSoler;138864
+1, +2, +3 respectively. And the chance of it triggering is as follows: 4.2%, 8.3%, 12.5%. This is also mentioned in the reference: Sheet 14, "Objects on the map that allow you to gain morale, luck, mana, and MP."

Then this confuses me even more...
In a race, during the final battle, the hero has +1 luck. When using a spell, luck becomes +3, even though the Air skill is absent... How can this be explained?
"Единственное, что можно сказать с уверенностью об удаче - она изменит..."
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#187
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Ley;139001
That puts me in an even bigger quandary...
In a race, the hero has +1 luck in the final battle. When using a spell, luck becomes +3, even though the Air skill is absent... How can this be explained?
By the presence of other factors that modify luck - artifacts, clover fields (+2 to luck for neutrals - Fortress, Conflux, Stronghold), magical plains (expert in air magic)...
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#188
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When a hero has the Luck skill (let's say, at the Expert level), and in addition, has some artifact that increases Luck (for example, a clover), then when viewing the Luck level in the hero's army, an unclear parameter appears, which supposedly reduces the Luck. Does anyone know what this means, and what the actual situation is? I've attached a screenshot. P.S. I conclude that if a hero learns the "Luck" skill, any Luck artifacts will no longer help him, because their effect is immediately negated. And that's why I never give a hero the "Luck" skill.
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Клан Homo homini

Charity suffereth long, and is kind; charity envieth not; charity vaunteth not itself, is not puffed up,
Doth not behave itself unseemly, seeketh not her own, is not easily provoked, thinketh no evil;
Rejoiceth not in iniquity, but rejoiceth in the truth;
Beareth all things, believeth all things, hopeth all things, endureth all things. Charity never faileth...
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#190
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vbn;139061

Does anyone know what this means and what's really going on?

Screenshot attached.

P.S. I've concluded that if you teach a hero the "Luck" skill,
then any luck artifacts won't help him anymore,
because their effect is immediately negated.
And that's why I never take the "Luck" skill for a hero.
According to the theory, the maximum (significant) level of luck and morale cannot exceed +3. Therefore, even if you adorn the hero with trinkets and spells that increase luck, the probability of it manifesting will not exceed 12.5%. The reverse is also true - the significant minimum does not drop below -3.

So, in the end, by applying the expert skill together with spells and artifacts, we observe a margin of safety that will allow us to maintain the maximum level of luck, even if the opponent uses spells that neutralize it. The only nuance is that the "Hourglass of the Doomed" resets luck, no matter how high it is. Theoretically, you can reach a luck level of +23(!) :) (For morale +24)

The screenshot was taken not during a battle, and it shows distortions. If you look at it during a battle, there should be no negative effects.
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In reply to AmberSoler
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#191
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Regarding damage: there is a hypothesis that a cyclic random number generation mechanism is used. That is, the result of the previous generation is substituted into the generator to obtain the next value. Because I have often observed that neutral creatures, attacking in several groups in a row, inflict exactly the same damage. Also, the damage is known to depend on time, presumably on a whole number of seconds from the system clock. I think it is possible to create a function of two variables that will predict the damage with a certain degree of accuracy. But is it necessary?
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#192
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I have a question: where can I find a printable version of the latest updated guide? Also, I want to thank you for this great work. This will significantly enhance my experience and interest in the game.
In reply to Рыцарь света
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#193
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Knight of Light; 142865
I have a question: where can I find a printable version of the updated guide? Also, I want to thank you for your work. This work will greatly enhance my experience and interest in the game.

http://www.homm3world.narod.ru/

The publisher does not release a "printable" version. ;) The only option is the Excel format, as the guide contains dynamic information, and Excel allows for selections, filtering, and other processing. However, it is not very convenient for printing.
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#194
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It’s a pity that there isn’t a print version; that would be very helpful. But even without it, thank you very much. By the way, I noticed on the ballista that double damage doesn’t actually mean twice the damage. You (or someone else) were right about that, thank you. I shouldn’t have doubted it.
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#195
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2 Amber Soler
Thank you for the guide. But I think it's time to write a second volume.)))) I personally want to write one chapter, but I would like to discuss it first... is it correct to take information from other portals? I personally think there's nothing wrong with it, but what if the author of the post gets upset seeing the result of their experience and thoughts in someone else's work? How was FizMig created?
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#196
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gamer-kirill;144291
2 Amber Soler
Thank you for the guide. But I think it's time to write a second volume.)))) I personally want to write one chapter, but I would like to discuss it first... is it correct to take information from other portals? I personally think there's nothing wrong with that, but what if the author of the post gets upset seeing the result of their experience and thoughts in someone else's work? How was PhysMig created?
Well, as far as I know, it was created exactly like that... bit by bit from all over the internet.
And if you look closely, you'll see that most chapters have a link to the author of that chapter. :)

So you can collect information from other portals, just don't forget to indicate the authorship. ;)

Good luck.

Кто состоянием своим доволен, тому жить весело. (с)Алекса́ндр Васи́льевич Суво́ров
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#197
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gamer-kirill;144291
How was PhysMig created?
Initially, PhysMig was a compilation of statistics from the manual, from the in-game context menu, and from posts I saw on various Heroes forums (of course, as much as I had time, I independently verified this unofficial information before publishing it). Over time, many comments and suggestions from the reference guide's users accumulated, and I am very grateful to them for that. I wrote some of the Articles myself and posted them as my own research, and some Articles were created by well-known gamers on the internet at my request...

You can see the result of this work on my website, and I hope this work will not disappoint anyone... :)

Added 18 minutes later
Knight of Light;143356
It's a pity that there is no print version, it's a real shame. But even without it, thank you very much. By the way, I noticed on the ballista that double damage doesn't mean 2x damage. You (or someone else) were right about this, thank you. I shouldn't have doubted it.
The damage calculation mechanism presented in the reference guide has been verified hundreds of times, both in theory and in practice. So you can be sure about it...

Of course, purely theoretically, it can be assumed that there may be some nuances not reflected in this calculation. I will be very grateful to everyone who can find a discrepancy between the damage predicted by the theory and the result of observations in the game. (It's like the 17th century or something :) ) Then there will be a reason to make clarifications...
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#198
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Are there any plans for a new version of the guide? And if so, when?
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#199
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I have uploaded the file to the link below, which will be added to the FизМиГ section under the title: "Units - Mages. Spells available to monsters." Essentially, it contains all the available statistics on units that can cast spells during combat. I tested everything myself, but given the amount of information, I ask everyone who is interested to review the preliminary version and, if possible, provide their comments, clarifications, and observations. http://homm3world.narod.ru/distr/Magic_Units.rar Sincerely, AmberSoler
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