Posts from - Units in Heroes 3
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The price of a halberdier is -75, and an upgraded skeleton is -70.
It's very debatable and completely unclear why the price should be multiplied instead of divided.
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The price of a pikeman is 75, and an upgraded skeleton is 70.
Oh yeah, of course, divide! Thanks a lot.
Fairies. The sum of all stats and abilities is 22, which is less than only the Gremlins - 21.
There's a small note here... In assessing the ranking of Fairies, you don't take into account their ability to deliver a retaliatory strike, which can easily allow them to emerge from a battle with an opponent without any losses... So, Fairies are infinitely stronger than any non-shooting slow units (Gnomes, Dryads, Zombies, etc.)...
Determining the relative strength of monsters is pointless and unrewarding. The question is whether you know how to use the monsters' abilities or not... Everyone will have their own ranking, and it will be quite objective...
IMHO.
In other words, it should look approximately like this:
...Coefficient 0.1: on attack - upon impact, the damage dealt is calculated as the difference between the attacker's attack skill and the defender's defense skill * original damage * 0.1. (this is if the attacker's attack is greater than the defender's defense)
and, if the attacker's attack is less than the defender's defense, then
damage dealt = (attacker's attack skill - defender's defense skill) * original damage * 0.05
Why the coefficients 0.1 and 0.05??? In
Okay, let's figure it out.
First, let's agree on what kind of increase will be considered: the base increase, with buildings taken into account, or something else.
Where did the figure of 45 skeletons per week come from for a delayed Castle? Did you make it up? And where did the figure of 42 halberdiers per week come from for a built Castle?
The number of skeletons increases by 24 per week, and the number of halberdiers by 28!
Joker, are we going to continue the discussion?
Why did you immediately assume I made it up? Everything is very fair. The increase is in the Castle (possibly with the Grail) and taking into account special buildings! Even if we don't take the Grail into account, the numbers will still be the same! (or almost the same).
And as for the fact that I add up the parameters, IMHO, if you have just found out that I used this method to identify strong units, then I congratulate you.;) And once again, IMHO, this method has the right to exist! After all, everyone gets the same numbers (I don't change the principle from level to level!)...
Added after 4 minutes
Aha! You can simply add up the parameters, which can lead to the example that a level 2 unit will be weaker than a level 1 unit!
I didn't come up with this top list out of nowhere, and I know how to work with parameters!
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Why are the coefficients 0.1 and 0.05??? In the original, they are 0.05 and 0.025 respectively... That is, you increased them by a factor of 2...
It's logical to assume that in the third game, the coefficients were slightly reduced because it became much easier to gain skills.
We can, of course, also discuss: "But why is the defense coefficient lower than the attack coefficient?". But there is no clear answer :(. For some reason, the developers intentionally lowered the value of defense (remember the skills Attack:+10, +20,+30, and Defense:+5,+10,+15). Most likely, this was done to increase the game's interest (so that you don't have to grind for an hour like in King's Bounty: you hit and hit, but no one dies :) ) So, the Barbarian and the Knight are initially in an unequal situation. :)
In general, my method of calculating a warrior's "strength" is just a simple example. Because you can't just add up the stats.
Yes, I think it's impossible to derive an absolutely accurate formula for the power of a faction. All this is achieved through conclusions and the results of the work of a large group of testers. :)
Good luck to everyone! :)
The strength of a Castle depends on the map and your skill!
Halberdiers are better than skeletons. They have more hit points and deal more damage (the two most important stats for a level 1 unit).
:eek: :( :rolleyes:
There are always more skeletons....
Considering the Grail? That's not even funny anymore.
Regarding special buildings: have you ever built an additional building to increase the number of skeletons and then recruited skeletons there? Personally, I haven't met a single player who does that: skeletons are provided by necromancy, not by additional buildings in the castle.
Why is damage and the number of units summed up? After all, the damage of several creatures is equal to the damage of one creature multiplied by their number.
Why is the number of hit points and the number of creatures summed up? After all, the total number of hit points of a squad is equal to the number of hit points of one unit multiplied by the number of units in the squad.
If the calculation took into account the weekly increase, how could phoenixes lose to anyone? How? Also, how did goblins end up with 11 hit points (your post from 08/15/2006, 17:49) instead of 4?
I believe that in the current situation, the most constructive approach would be to move from criticism to developing a more general approach to this issue. The formula, to be honest, will not work anyway, but it is possible to try to develop some APPROXIMATE lists of unit strength – they will help beginners in the future.
Considering the Grail? It's not even funny anymore.
Regarding special buildings: have you ever built an additional building to increase the number of skeletons and then recruited skeletons there? Personally, I haven't met a single player who does that: skeletons are provided by necromancy, not by additional buildings in the castle.
If the calculation was made taking into account the weekly increase, how could the phoenixes have lost to anyone? How? Also, how did the gremlins end up with 11 hit points (your post from 08/15/2006, 17:49) instead of 4?
Gremlins? I probably made a mistake, they really have 4 hit points....
I believe that in the current situation, the most constructive approach would be to move from criticism to developing a more general approach to this issue. The formula, to be honest, will not work anyway, but we can try to develop some APPROXIMATE lists of unit strength - they will help beginners in the future.
Все что вы хотели знать о Heroes 3 на www.homm3.net
AS - AttackSkill
Dam - arithmetic mean damage (Dam_min+Dam_max)/2
DS - DefenseSkill
HP - HitPoints
Cost - cost of 1 unit
Quan - weekly growth of a unit (assuming a fully built city, without the Grail and without external huts)
1. "Combat power" of 1 unit =
AS*Dam*0.05+DS*HP*0.025
2. "Combat power" of a weekly stack of units =
(AS*Dam*0.05+Def*HP*0.025)*Quan
3. Unit efficiency (price/quality ratio)
(AS*Dam*0.05+DS*HP*0.025)/Cost
To avoid fractional values, you can multiply the result by 100.
Naturally, the resulting value is relative (speed, size, and abilities are not taken into account), but we will still get a more or less objective picture.
Who can calculate the lower-tier units and post a table?
