Skip to content

Posts from Orcs – discussion about the race. Auto-translated

5.0 (2 ratings)
In reply to Snowball
User Avatar
#392
Auto-translated
Snowball
Let's calculate this with numbers. Let's assume we don't have the amulet, and the damage absorption is 70% and 60% (in 3.0 and 3.1 respectively).
Example 1.
Damage 500, unit health 1000.
1100*350/1000=385
1200*300/1000=360 (- about 7%)
Example 2.
Damage 750, unit health 1000.
1100*525/1000= 577.5
1200*450/1000= 540 (- about 7%)
Example 3.
Damage 1000, unit health 1000.
1100*700/1000=770
1200*600/1000=720 (- the same 7%)
Conclusion.
Damage absorption decreased by 17% (16.7 to be more precise). Fury is lost 7% slower.
Conclusion.
In 3.1, fury is not lost faster, but slower than in 3.0.
And that's not enough for you! Here's an example of a dodge spell: at the advanced level, it removes 50% of the damage, at the expert level, 70%. It seems like only 20% changes, but in the end, it turns out differently: at the advanced level, ranged attacks deal twice as much damage, and at the expert level, three times less! This small difference was enough to fight normally! Look, if before, on Absolute Blood Rage, the stack received 20% damage, now it receives 35%, which is twice as much. That's the conclusion! Now all orcs receive practically double the damage! And even the slightest mistake in the chain leads to the loss of the entire unit!
User Avatar
#393
Auto-translated
Previously, when Blood Wrath was at its absolute peak, the stack received 20% damage, but now it's 35%, which is twice as much(...). Now, all Orcs receive almost double the damage!
Double damage means that, for example, an Archangel hits a stack, dealing 100 damage, but not 35...


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to Zybr
User Avatar
#394
Auto-translated
Zybr
Doubled damage means that, for example, an Archangel hits a stack, dealing 100 damage units, but not 35...
Zubr, what does damage have to do with it? Here, they are discussing rage and how much damage it absorbs, not the direct damage of Archangels! If you wanted to help, please write on topic.
User Avatar
#395
Auto-translated
Zybr and what does damage have to do with it? We're discussing wrath, and how much damage it absorbs, not the direct damage of Archangels! If you wanted to help, please stay on topic.
Don't hold things up. I used the Archangel as an example of a creature with fixed damage, and the damage number is a round number (50).


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



In reply to TerMinator
User Avatar
#397
Auto-translated
TerMinator

Look, if before, on Absolute Wrath of Blood, the unit received 20% damage, now it's 35%, which is twice as much, so there you have it! Now all Orcs receive practically double the damage! And even the slightest mistake in the chain leads to the loss of the entire unit!
TerMinator

Zubr, what does damage have to do with it? Here, they are discussing rage and how much damage it absorbs, not the direct damage of Archangels! If you wanted to help, write on topic.

Think for yourself what Zubr meant, even if he went a little off-topic. And who prevents you from replacing the Archangel with a Cyclops – it's a trivial thing ;)
And now the essence: Let's imagine that a unit of Orcs should receive 100 damage on Absolute Wrath of Blood. 65% is absorbed. The damage to the Orcs is 35 units.
But it used to be only 20. But under the condition of having a sufficient number of rage points. Therefore, there is also a plus: more blood rage remains.
Regarding the reduction:
And it was right to reduce it! It was too overpowered. Patches are needed for this.
In reply to TerMinator
User Avatar
#398
Auto-translated
I'm tired of arguing with you, so I'll quote the messages I responded to. 1. No. 346 in this thread.
TerMinator
I apologize, guys, if I offended anyone (Avenger, etc.), it's just that it's hard to understand here; some people only know how to chat, while others talk about the topic!!!

Added 2 minutes ago
But it seems to me that Fury has been significantly reduced, and it is lost very quickly, and of course, all the additional perks disappear immediately; maybe they should have chosen something in between! I agree that in 3.0, everything was different (2 Fury could absorb more than a thousand damage)!!!

2. No. 349 in this thread.
"But I created a thread below about how Fury points are lost, because the problem is only with them (that they started to be lost quickly), but no one in the replies helped, and no one knows the exact calculation of how they started to be lost. I have almost figured it out myself with simple examples and calculations; there is a small trick, and if you fully understand it, then Fury lasts for a very long time!!!"

If you believe the formula and calculations mentioned above, Fury points are now lost more slowly than in 3.0.

P.S.
The issue of damage absorption is separate, and I was comparing 60% and 70%, which are more realistic, rather than 65% and 80% with the amulet (which is not that common).

I don't want to argue about this issue anymore.
Белый и Пушистый! Иногда.....
User Avatar
#400
Auto-translated
I have a question – is it actually possible for the Orcs to defeat Wingael (on the highest difficulty)?
The endgame happens at the beginning of month 4! Hero level – 23. Map – “Lands of Outcasts”.
Heroes 3.0 version

If yes, then please advise:
1. Which heroes are best to choose? How to develop a hero?
2. Castle development?
3. How to capture “Mercury” on the second week if it is defended by Mages or Druids? (Tactics against these strong neutrals)
4. And most importantly – what is the tactic and strategy for the final battle?

I would especially like to hear the opinion of Avenger!
In reply to Mish-gan
User Avatar
#401
Auto-translated
Mish-gan
I have a question - is it really possible for Orcs to defeat Wingael (Stronghold Elf)?
The endgame happens at the beginning of month 4! Hero level – 23. Map – “Lands of Outcasts”.
Heroes 3.0 version

If yes, then please advise:
1. Which hero is best to choose? How to develop the hero?
2. Castle development?
3. How to capture “Mercury” on the second week if it is guarded by Mages or Druids? (Tactics against these strong neutrals)
4. And most importantly – what is the tactic and strategy in the final battle?

I would especially like to hear the opinion of Avenger!
Under no circumstances should you allow your opponent to play Wingael under these conditions. The answer to the question: no, it is absolutely unrealistic. Orcs simply won't have time to properly build up their rage, and half of the army will already be gone.

You can try using a tactic, perhaps your opponent won't realize to take the leadership aura for speed, you can try to develop a super ability (so that at least some defense in the form of rage is available), and try to withstand the first attack.

In general, it is not so easy to fight against Forest Elves on long maps, because the Avenger's skill works more effectively (for example, when there are few dancers, and, let's say, they deal 50 damage, the Avenger's skill will allow you to deal 100, that is, +50 damage. When the number of dancers increases, the damage will be, let's say, 1000, the Avenger will allow you to deal 2000, that is, +1000 to the damage. Let's compare the damage bonuses: 50 versus 1000).

1. Against another Elf hero (which you must definitely achieve), it is probably better to take Haggeesh, as this will most likely allow you to strike first due to the increased starting initiative of the centaurs, which is very important. And the start will be easy.

2. Castle development. Advice - demand duels at the hero level, as in this case, the Elves' problems with wood will be such that the development of the Orcs' castle will seem like a walk in the park.
You can try to build a Stronghold on the first week.

3. To be honest, I try not to attack these neutral creatures for a MONTH. It is very difficult for Orcs to leave these battles on the second week without losses. If you are unlucky, it is probably best to build a warehouse in the castle. In any case, the Elves' problems with wood will be more significant than the Orcs' problems with Mercury.

4. If the Elves are moving all their troops forward, then it is probably best to see which troops of the horde have the most rage at the initial stage (for example, after the first wave of attack by the Light Elves), and pump up the hero's rage (for example, with a war cry) for these units. Usually, these are shamans, warmongers, and cyclops. Then these three units become difficult to kill from some point on, and we go and beat the remnants of the Forest Alliance. By the way, do not underestimate goblins, a very large number of them gather, and they can decide the outcome of the battle. Many people try to destroy them immediately, but you can try to place warmongers next to them, using the taunt ability (instead of hitting the goblins, the unit hits the warmongers and receives a furious counterattack).

If the Elves are playing defensively (the tactic is that unicorns are in front, druids and archers are behind them, and ents are on the side), there are some problems associated with the magical resistance aura of the unicorns. In this case, I think it is best to try to destroy the unicorns as quickly as possible, and then - use the "Rage of the Horde" spell (since the endgame is at the beginning of the 4th month, it can be very effective).
Of course, there is no one-size-fits-all recipe, the tactics and strategy in the final battle depend a lot on how the opponent has developed and what he is doing.
In reply to Мститель
User Avatar
#402
Auto-translated
Thank you! 1. What if I max out Pure Wrath? Will I have the second level of Blood Wrath at the beginning of the battle? Could this help? 2. Can you give me some advice on the correct positioning on the battlefield?
User Avatar
#403
Auto-translated
1. I once played against a guy who got Pure Rage for his Orcs and also found the Amulet of Mastery.
On his first turn, he used his 150 Dancing Blades and only killed one of my Shamans!!! So, yes, that definitely helped.
I won because Winghael's starting initiative was so high that almost all of his units got to move twice (except for the Ents) before the Orcs could even make a decent move. He's a terrifying hero on large maps; there's a good chance of winning even when the danger level is high. Against any other hero, having Pure Rage is a huge advantage.

2. I usually take the free Cyclops and place them on the far edge, away from my other troops. They're powerful creatures, as long as you don't put them in harm's way.
You can put Goblins on the other edge, and next to them, War Mongers (to provide some protection against the Goblins being quickly wiped out). Behind the Goblins, you can place Shamans who will sacrifice a Goblin. Some people disagree with me (and they might be right), but I like to take Sky Daughters and create a chain of lightning attacks with them; I think it's better than slowing down or speeding up one of the units. You can't really hide the Centaurs anyway, so it probably doesn't matter where you place them. The same goes for the Wyverns and Assassins.
User Avatar
#404
Auto-translated
Well, I think only a mega-mage with artifacts for initiative can stand against Wing, and it's preferable if he develops one of his units (a grimoire, a mage, or a golem – it doesn't matter). Again, I would prefer to play as Hafiz here – quickly clear the mines, add artifacts, and put them on the units. Of course, it would be good to level up and play on the hero. You'll see – nothing will remain of Wing's former power... Okay, this is a bit off-topic: 1) I think you should take Hegesh/Tilseck. Hegesh is preferable. 2) Play on the hero! 3) Carefully clear the mines – it's bad if there are mages; you need to take machines before that, and luckily, they often drop for Orcs. 4) Take the Daughters of the Earth! 5) Develop the war cries – that's a must. P.S. I'm not really a tactician, but more of a strategist, so I rely on overwhelming advantage – since the Orcs are a combat race (although they've been nerfed (0_o), but never mind), they need to be defeated with magic (Orcs don't have much of it :( defeat them with Centaurs), and the first thing to do is to eliminate the archers... in principle, this is possible (they only have 10 initiative!). So, go for it!
The new Orc faction. Wild, fiercely proud, and free, the Orcs represent absolute power in the world of Might and Magic. The army of this faction also includes centaurs, goblins, cyclops, and wyverns. Lacking magical abilities and protected by weak armor, the Orc army is nevertheless capable of withstanding the strongest mages of Ashan and is extremely dangerous in attack.
It's well-written in the library, but it's a complete lie! Even placeholders won't help (¬_¬). Not only were they not active in 3.0, but they were also nerfed in 3.1; I downloaded the patch the other day and realized that it's better not to take them at all... P.P.S. I'm not saying I'm a fan of the Elves, but I can already imagine how the Elves under Wing will easily defeat the Orcs – especially since the most stupid tactic is to let the Elf develop to level 23! You need to harass them, gradually eliminate them, weaken them, and then deliver the final blow – if you manage to do that, your chances of winning will increase dramatically; I think you can even try taking Argath (this girl has incredible speed). The "Lands of Exile" map is great; it's one of my favorites. Don't let the Elves start in the Northwest, where there are plains: push them underground or into the swamps in the Southeast. This will be a big advantage for you. Level up the Elf and play on the hero, or a little weaker. In general, I still recommend either Hegesh/Tilseck; I think Tilseck is even better because he can quickly clear the mines with machines. Finally, remember that time is against you, so defeat them as quickly as possible! Then, let me know how it ended...
In reply to Ингвар Высокий
User Avatar
#405
Auto-translated
EUREKA! Now I know how to defeat Wingael with Orcs! After nine losses, I won three games in a row! (The heroes – Krag, Tilsenk, and Shackkarukat – are awesome) Special thanks to Avenger! The main components of an undeniable victory: 1. Heroes: Krag, Tilsenk, Shackkarukat 2. Level up to Pure Rage! Level – 23; (withstand the initial onslaught) 3. Ring of Initiative (at least 10%, preferably 20%); (“don’t fall behind”) 4. Defense, minimum 10, attack minimum – 20. (at the very least!) 5. Two random artifacts from Sar-Issa. (I didn’t even know that the Chain Lightning was so effective!) 6. Save the goblins; (they are a super-squad in the decisive battle!) 7. Troop placement in the endgame – as described by Avenger! 8. With the hero, speed up (inspire) the Cyclops while they are alive, then the Warmongers (they are simply amazing) 9. ATTACK! With all due respect to SE, I want to note that high initiative, sworn enemies, and a crazy blaster with super-shots + chaos did not help Wingael!
In reply to Mish-gan
User Avatar
#406
Auto-translated
Interesting, it's worth checking:rolleyes: Congratulations on the victory!:smile02:

But it seems to me that this victory is not related to this tactic, but simply to the problems of the Dungeon faction. I think if your opponent were more experienced, he would have won, and you can post screenshots, just to see how many units he has, etc.
User Avatar
#407
Auto-translated
I analyzed Shakkurakat, and the results showed that it's not very good. + to life is a very good bonus, but for low-level units. For such a high-level fighter as a wyvern, this plays a smaller role. In this case, +1 to attack and defense (i.e., a standard specialization in troops) is much better.
In reply to Ингвар Высокий
User Avatar
#408
Auto-translated
I'll try to record a screenshot from the next battle!

He's not a master, but he's not a beginner either. He's been playing as the Stronghold faction for a long time!

Added 15 minutes later
I also tested him, first against the computer, and then against my opponent (after winning for the third time). The thing is, when wyverns get an extra life (+46), they become like another tier 7 creature, with their electric breath + "inspiration" = that's really powerful! (you should definitely try it). And I also noticed that people rarely attack them first (centaurs, chieftains, and cyclops usually take the brunt of the attack, especially if the attack is from sprites).

Added 1 hour 34 minutes later
The battle of the century is coming!
My friend is threatening to use a super build (level 25) for the Stronghold faction (he only plays as Wingard)!

I don't know if I'll win or not, but I'll try to remember to record a screenshot and post it!

Added 1 hour 16 minutes later
Could you please tell me what bonus the "amulet of mastery" gives to an Orc?