besides, it has long been proven that defense in Heroes of Might and Magic III is significantly more effective than attack.
Posts from Damage calculation in battle.
it has long been proven that defense in the third game is significantly more effective than attack
If we're talking about a hero's attack and defense stats, an advantage of a few points in attack often proves more effective than in defense. But as the gap grows, defense specifically takes over; that's why without magic, a top-tier swamp dweller is significantly stronger than a top-tier Barbarian. That's why Tankozavr is Tankozavr (do you know how dragon tooth fragments are obtained? Exactly: they send Tazar with Expert Earth into the Dragon Utopia, and the dragons break their own teeth) + the swamp has many sturdy units.
because taking only 10% damage is imba
0.3(defense cap)*0.7(Expert Shield)*(1-0.15-50*0.05*0.15)(Defense+spec)=0.1
At a typical level 20, you get approximately 15% damage, but only if your unit's defense is higher than the enemy's attack by 28 — which only happens against neutrals.
Well, you're exaggerating a bit. For this to happen, Tazar needs to be level 50:
0.3 (defense cap) * 0.7 (Expert Shield) * (1-0.15-50*0.05*0.15) (Defense + Specialization) = 0.1
At a typical level of 20, this results in approximately 15% damage, but only if your unit's defense is 28 higher than the enemy's attack – this is only relevant against neutral creatures.
0.3 (defense cap) * (1-0.15-50*0.05*0.15) (Defense + Specialization) = 0.1425
To achieve a damage reduction to 10%, the hero needs to reach level 69. And, accordingly, in the case of maximum hero development (let's assume level 108 is the maximum), the damage will be only 1.20%... Now that would be a tank! :) Although, this point should still be checked somehow...
The thing is, when the maximum difference between your hero's defense and the enemy's attack is reached (which can be seen from the formula you provided – a coefficient of 0.3), no spell that modifies defense – including the Expert Shield – will work. The total damage will still not drop below 0.3.
That's interesting, I didn't know that. Maybe I have a very old version of the physics engine, but I didn't notice this fact... Moreover, in the version of the physics engine that I have on my computer, the example considers a cap of 0.3 and an Expert Shield, and the multiplier of 0.7 is present). And in the real game, the chance to notice it happening is extremely rare. But even just 21% damage at level 20 seems like a sufficient boost.
Which specific point is being considered in the reference guide? Let me know, and I'll take a look to see what's going on.
If it's really not in the manual, although you know better, maybe it should be added.
Which specific point is being discussed in the reference? Give me some context, and I'll take a look at what's going on there.
20 angels with an attack of 21 attack 20 angels with a defense of 60,
+ the defending side has the "Armor Expertise" skill, and the attacking side does not have an attack skill, + a "Shield" spell of the "Expert" level is cast on the angels being attacked.
Damage calculation: Initial damage U1 = 20 * 50 = 1000 (1 angel deals a constant damage of 50), defense is greater than attack by 60-21 = 39 => damage U1 will be reduced by 39 * 2.5% = 97.5%, but the maximum can be 70%, so U2 = U1 - U1 * 70% = 300, the hero has the "Armor" skill => U3 = U2 - U2 * 15% = 255, then we take into account the "Shield" spell U = U3 - U3 * 30% = 178.5, or after discarding the fractional part U = 178 - the resulting damage.
Of course, this is a rather rare nuance, but it will become noticeable when the defense advantage is 23 or more. And if we take into account that the unit may already have the "Stone Skin +6" spell and is defending, then for the Swamp faction, this scenario will not be so rare, and the hero may also have a "Titan's Shield."
In general, since the Swamp is a defensive faction and often has to take the first hit, I believe that one of the main points in its tactics is to constantly estimate the damage that it is about to receive, while for many other factions, it is more important to know how much damage they will inflict first.
Added 5 minutes later
In general, since the Swamp is a defensive faction and often has to take the first hit, I believe that one of the main points in tactics is to constantly estimate the damage that will be received, while for many other factions, it is more important to know how much damage they will inflict first.
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...
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...
