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Posts from Mistakes when playing as Humans.

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17 years ago
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What's so special about them?
In my opinion, the new upgrade for archers is taken in 90% of cases because they are more versatile. And why can crossbowmen be used against demons, but not archers? Because demons play aggressively and there is a certain chance to hit them with damage that ignores their defense. Moreover, the chance is significantly higher than in a fight with a dwarf, for example.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
In reply to Майор Вихрь
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17 years ago
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However, demons already have low defense, so there's no need to attack them with archers. But it's better to eliminate the demoness and the dungeon lords in advance.
Tomorrow holds no promises
Except the ones we've made
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17 years ago
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The crossbowmen deal very little damage when shooting at long ranges. Level up their leadership skill so they move faster, and with a large shield, the need for crossbowmen almost disappears.
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17 years ago
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One of the common mistakes is to immediately attack the enemy with cavalry on the first turn, and then allow it to be surrounded (now there is no bonus from the charge), and then all that remains is to watch as the most powerful unit of the Haven faction dies in one turn due to an attack by all possible units. This does not apply to cases where the cavalry performs a tournament attack on two units at once, inflicting colossal damage on the enemy.
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17 years ago
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Let's clarify this. Should a Knight take Resistance and Deflection against a Warlock? Those who have taken them, please share whether it's worth it. Those who think it's not worth taking, please explain what two skills would be better to replace them with. In general, both Luck and Defense are useful for a Knight. Especially Luck is useful against a Warlock, to eliminate him faster. My opinion: Deflection is worth taking, as it doesn't hinder the Luck branch and, if lucky, deflects the damage completely. As for Resistance, if it's taken, we won't get Readiness, but do we need Readiness against a Warlock? I don't think so. At first glance, it seemed that Resistance is inferior to Deflection, but let's take a closer look. Resistance provides the same 15%, with the only difference being that the damage reduction is distributed across the Warlock's six attacks. Mathematically, the skills are equivalent. Therefore, the conclusion is that Resistance is worth taking against a Warlock if we are also taking Defense. Luck and Deflection should be taken against a Warlock in any case.
Моя магия неодолима!
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17 years ago
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My opinion: reflecting spells is worth it, as it doesn't negatively impact the luck branch during development, and if you're lucky, it can completely deflect the damage.
You're mistaken here! When resistance triggers, the Warlock will still deal Chaos damage. Don't forget about his Irresistible Magic.
In reply to Селенор
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17 years ago
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You're mistaken here! Even if resistance triggers, the Warlock will still deal Chaos damage. Don't forget about his Irresistible Magic.
;)

Dungeon is my weakness...

Mathematically, the skills are equivalent. Therefore, the conclusion is that resistance should be taken against the Warlock if we are focusing on defense. Luck and deflection should be taken against the Warlock in any case.
If you're interested... we played recently. Sylvan against Dungeon. Fireball never deflected once.
But plague deflected once...
Tomorrow holds no promises
Except the ones we've made
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17 years ago
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Yeah, I recently played a Ranger against a Warlock. The chance of resistance triggering was 45%. And it didn't really save me. Even if the resistance triggered, I still took 50% damage from the hit-based attacks. But I still agree that it's better than nothing.
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17 years ago
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If you're interested... we played recently. Sylvan against the League. Fireball never missed.
But Plague did miss once...
Everything is correct. Resistance is the chance of a 100% protection trigger. But for a Valok, it's Invulnerability, meaning a 100% protection becomes 50%. The mathematical effectiveness of Reflection and Resistance is the same against spells that Invulnerability affects, and it will be (with a large number of tests) 7.5% of the damage in the case of True Sight. Invulnerability does not apply to Plague, but the effectiveness is still the same - 15%. However, Resistance also gives a chance to deflect non-damaging spells, such as Darkness, so it is more advantageous. Also, it's easier to collect artifacts for additional resistance, and the effects add up arithmetically, while for protections, the remaining percentages of damage are multiplied. For example, if you have Reflection and Ice Shield, then against fire you will receive 0.85 * 0.5 = 0.425 damage, and not (1 - 0.15 - 0.5) = 0.35.
Whether to take Reflection or Resistance is a matter of the situation on the map and personal preference.
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17 years ago
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My mistake. I miscalculated the deviation. There's no way to control or judge these Warlocks! By the way, you mentioned Fireball – should I take Reflection or Resistance, or is it situational depending on the map and personal preference? Can you elaborate? If we disregard preferences, what map situation would make taking these skills advantageous?
Моя магия неодолима!
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17 years ago
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By the way, you mentioned Fireball – should you take Reflection or Resistance, or not? It depends on the situation on the map and your personal preferences. Let's discuss this in more detail. If we set aside preferences, what map situations would encourage you to take these skills?
Ah, this is a tricky topic, so let me share my thoughts.
1. Game speed. It's clear that in a very long game, you don't need to be afraid of Chaos, so these skills are not worth taking. On a fast map, it's important to quickly build up your own offensive power, so we also don't take them, because against neutrals, they are essentially a burden. However, in this scenario, you often encounter an adjacent treasure, and if the opponent-mage is nearby, you should definitely take them. You might not have time, but then you either have to take the risk or take them in advance if it doesn't significantly hinder your fast offensive.
2. In the mid-game, you need to consider several factors:
- the opponent's hero. For example, if the Warlock's main hero is Kif, then you might end up fighting a Warrior.
- the opponent's play style. Not everyone likes to play as a strict mage, so if you know the opponent, you can assume what they will be developing.
- available artifacts. This is why (and also because of the game tempo) I never immediately take perks against magic. For example: you're afraid of a Warlock with Meteor Shower and Explosion, but you see an artifact that halves the damage from Earth spells. Do you think it's worth taking Reflection? The correct answer is no. With Expert Undead and an artifact, the enemy's damage is reduced by 25% without Reflection and 28.75% with it. In my opinion, that's only a 3.75% difference in damage from spells of that level.
The situation is completely different if you have artifacts that provide resistance. Let's say you have two artifacts from the Dwarven set and boots, giving you a total of 50% resistance. This means that the Warlock will only deal half damage in every other case, and if you take Resistance, the resistance will become 65%, meaning half damage in two out of three cases.
The effective (in terms of expected value) damage reduction is 7.5%, which is the same as without artifacts, meaning it's twice as good as Reflection. Plus, you often resist Dark magic.
In general, against a Warlock-mage, a Knight in the Luck and Defense branches doesn't need anything other than Endurance. This is why you start thinking about Reflection and Resistance, but you don't always choose them, because you always lack levels in the party. Therefore, we can conclude that if the hero has already leveled up significantly, and the army is not too large yet, then you should take them.
17 years ago
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A significant mistake is to neglect the increasing income from peasants and tournament halls during a long game.
In reply to Селенор
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15 years ago
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Selenor
Let's clarify things. Should a Knight take resistance and deflection against a Warlock?
There's no need to take resistance – overwhelming magic will overwhelm him. But deflection is actually a useful skill, as there's a chance to reflect the spell. After all, it's not necessarily the case that the Warlock will cast Meteor Shower.
In general, neither of these skills will be very helpful against a Warlock... He needs to be destroyed with brute force, as quickly as possible, and it's better to take combat skills.
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15 years ago
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The Warlock's defense is generally a weak point. If you're unlucky, you might end up with 0 defense at level 20! If you level up a Knight in arenas and choose artifacts that boost attack, the Knight's troops will deal significant damage to the Warlock. It's best to play for as long as possible – as levels increase, the value of Chaos magic decreases. And in general, preparation is key!
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14 years ago
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Hey everyone! I'll tell you a story about a game that happened about a year ago, on this very topic. My very close friend (Ches) is very good at playing Dark Mages, and another friend of mine (Keni) plays as a Mage (focusing on the Fireball spell). I really like playing as Humans, so I picked a hero specializing in archers, but in the game, on day 1, I bought a unit of cavalry in the tavern, relying solely on luck... luck (soldier's luck), morale (empathy), attack (impact), and light magic (Guardian Angel). I leveled up Education -> Intelligence, and that's it, guys! I found a Mastercraft Amulet, boots that give +1 to movement range, and I remember something else from the Dragon set, but I don't remember exactly what. 1 warrior with no magic resistance VS 2 mages – it's absurd, a utopia. Many people are probably sitting in front of their screens right now, agonizing and foaming at the mouth! But guys, the game and the battle were glorious... In the first fight, I fought with 2 griffons against Keni's 2 golems. But never mind, I won't talk about all the battles, it would take too long. In short, through cunning, I captured Keni's castle and had the pleasure of defending with my main hero in the mage castle against (the Fireball mage). Oh, the archers were burning, the archers were burning. Oh, my cavalry, what they were doing... (~250 units, I don't remember exactly, all the money went to them). I punished him, as they say, in every way possible. The final battle against Ches: in short, I don't know where he got about 600 minotaurs, which is what he was scaring me with. The cavalry moves, the cavalry runs -> they attack 2 slots -> luck -> minus a slot of raptors and almost all the hydras!!!!!! The furies move (may their mother forgive them) -> they attack -> they KILL the griffons!!! -> they retreat -> it's annoying. Then the griffons moved -> they flew to a point on the second-to-last turn. The Red Dragon incinerated the cavalry. Ches moved, he was like a medic, but people just called him Vasya, and he hit the cavalry hard. In vain, as you understand)). The angels resurrected the cavalry -> the cavalry killed the hydras -> the minotaurs attacked the cavalry (a miracle happened then, the minotaurs' attack didn't penetrate the cavalry's defense, and in return, they took a lot of damage). "Lord," I thought, "finally!!!" and with a precise shot from the archers, I killed a little more than a third of the assassins. In short, I moved often and decisively, I hit hard and very painfully, I broke through their defense, and in return, I practically didn't take any damage. Ches tried in vain to lure the griffons with his hero, he decimated with the explosion of the angels, he killed the cavalry, he killed the archers, and a miserable number of (the peasants left over from the battle with Keni). And so, 2 stacks (8-9 dragons and minotaurs) against my 3 slots (4 angels, crusaders, damn, I remember 40 griffons). It's his turn, I'm getting nervous, we're playing for money, I remember he casts Fireball on the angels and the crusaders, and it does a good amount of damage. The griffons attack the dragons... the minotaurs cut them down, the crusader attacks the minotaurs, the dragon attacks the crusader, and things are going downhill... (Damn, I really DO remember all this!!). Ches is ecstatic, I'm just "lol"-ing. My Guardian Angel looked at all this, shook his head, and hit his forehead... And MIRACULOUSLY!!! or rather, the cavalry, I left just enough mana for 1 resurrection. I resurrected the cavalry. The cavalry wins. I might be wrong about the numbers (I don't remember exactly), don't judge me. The end. The conclusion I drew then was: 1. Against Chaos mages, forget about magic resistance, it's not for Humans. 2. Cavalry is everything for Humans. To hell with the inquisitors, let's get cavalry! 3. Gold, GOLD, even more GOLD! Everything for the Siberian Crown! In our case, for the cavalry! 4. Level up Education because we only get gold from chests. 5. Lost a cavalry unit? Self-flagellation will save you from this sin. 6. Guardian Angel is not for nothing just for Humans ;) LEVEL UP! 7. Inquisitors only with purification, angels only for resurrection. And as far as I know, they usually adapt to Humans by leveling up darkness, which I counter with light. In general, the biggest problem against Humans is the gnomes, and I would like to read about how to fight them. Maybe my experience will help someone) plus, thanks. Sorry. Some people who read this message earlier were surprised and doubted because I wrote that I leveled up 7 skills (racial, attack, defense, luck, leadership, light, education). I'll correct myself - I "forgot" to level up defense at the mentor to level 16 and leveled up education.

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