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Qwerty;31362the strength of vamp lords increases non-linearly as their number grows;What does that even mean?.. I think I heard the same thing about wyverns... I checked specifically - everything is within the rules, but I checked wyverns under bless when damage is strictly fixed, it was easier there... Checking vamps is harder because they aren't subject to bless - damage is inconsistent. But then again, all this is very doubtful... Why would that be?
3 different master djinns are noticeably cooler than one squad of master djinns.
Taking abilities into account, I assume? That's exactly why I'm raising the question - the evaluation of a single independent unit (this is very characteristic for djinns) differs significantly from its evaluation as part of a group - because of abilities...
What do you mean by this? I've heard something similar about wyverns... I specifically checked, and everything is within the rules, but I checked wyverns under the effect of "Bless," when the damage is strictly fixed, which made it easier... It's more difficult to check vampires because they are not affected by "Bless" – their damage is inconsistent. But again, all of this is very questionable... Why would that be?
I understand that it doesn't refer to a non-linear increase in damage dealt, but rather to "invulnerability" – the more of them there are, the easier it is for them to restore their numbers... or is that not what was meant?
Мечты сбываются, просто нужно уметь правильно мечтать.
Жизнь нужно прожить так, чтобы Боги в восторге предложили еще одну... P.S. может мне и предложили, просто я не помню :smile44:
Of course, the intention was to highlight the actual strength of the Vampire Lords, that is, the combination of their resilience with all other factors. A large group of Vampire Lords recovers better than a small one, thus 40 Vampire Lords are stronger than 4 squads of 10 Vampire Lords each. Naturally, this applies to most situations, but not all.
Undoubtedly, the intended meaning was the actual strength of vampire lords, that is, the combination of resilience with all other factors. A large group of vampire lords recovers better than a small one; therefore, 40 vampire lords are stronger than 4 squads of 10 vampire lords. Naturally, this applies to most situations, but not all.
This is only true if a fixed number of enemies are pitted against the vampires. That is, the "strength" of a vampire increases if, instead of 20 vampires, 30 vampires are placed against 100 halberdiers. In other words, you are again trying to move away from an objective assessment of the "strength" of units and towards the game situation. However, if we consider the "actual strength" of vampires (without using game mechanics), it is still fixed. The "strength" or "resilience" does not change when (for example) there are 100 halberdiers against 20 vampires, or 1000 halberdiers against 100 vampires, or 10000 against 500, or (most importantly) 1 against 1. That is, the vampire will recover the same amount of HP that it deals, no more, no less. And when the stack size increases, with a fixed enemy stack, the vampire simply has a greater "gain" of life compared to the "loss." This, in fact, is also true for other ordinary units - the more of them there are, the harder they hit, the weaker they are hit in return, and the more of them survive. :)
Compare the results of 1v1 battles between warlords and, for example, minotaurs, as well as 10v10 and 100v100 battles. Were you impressed by the difference?
Compare the results of 1-on-1 battles of vampire lords against, for example, minotaurs, 10-on-10, and 100-on-100. Were you impressed by the difference?
It's better to compare the results of a Ghosts battle – 1 on 1. This is probably one of the funniest jokes in the game...
Added 4 minutes later Qwerty;31751
Of course, the real strength of vampire lords was meant, that is, the combination of resilience with all other factors. A large group of vampire lords recovers better than a small one, thus 40 vampire lords are stronger than 4 squads of 10 vampire lords. Naturally, this applies to most situations, but not all.
This would only be true if the vampires responded to all enemy attacks in a round, then their combination would make sense in terms of total damage. But as it is, 4 squads of 10 vampire lords against 4 enemy squads is still, I think, better than 40 vampire lords in one stack against these same four enemy squads...
I know this paradox exists in both Heroes II and III with trolls. As a reminder: in the case of unit regeneration, a situation arises in one-on-one battles where a unit can defeat a much stronger detachment. At the same time, if it clashes with an identical unit, the battle does not end. That is, it continues. Until someone gets bored :)))
Added after 5 minutes AmberSoler, a rare case where I disagree. Against 4 (living) detachments, I would prefer exactly 1 detachment of 40 Vampire Lords rather than 4 detachments of 10. Naturally, exceptions exist, but in most cases it is exactly like that. By the way, AmberSoler, why don't you ask for moderator rights? Personally, it seems to me that this would be very useful for the forum ... Respectfully, Qwerty
By the way, AmberSoler, why don't you ask for moderator privileges? Personally, I think it would be very useful for the forum... Sincerely, Qwerty
You won't believe it... But this very topic was discussed 30 minutes ago in a private message... :) There are respected opponents who don't accept my style of behavior... So, unfortunately! :)
My favorite unit is the Archangel. With its resurrection ability and constant 50 damage, it's a powerhouse. My second favorite is the Dark Knight, with its doubled damage and impressive stats. Oh, and by the way, Vampires can win without losses at level 5, in a 40 vs. 40 battle, but I don't remember exactly who they were fighting.
The first 2 units are the same as for the Inquisitor, then come the Phoenixes, and the Great Gargoyles! - I don't know why, probably because I rarely play as the Swamp faction, and I don't know how they managed to destroy such armies with their gaze! (especially Black Dragons) (maybe they don't like them) :)
Anyway, I checked the units and here is the result; the strongest unit and descriptions of all level 7s : ArchAngel ($5000 + 3 Gems)—A very strong, fast, and efficient unit. Beat everyone except the Behemoth. Besides that, it possesses several other useful properties—resurrects allies and adds +1 to army morale. But it's the most expensive unit in the game!
Antient Behemoth (3000+ 1 Crystal)—Wow! This unit crushed everyone, even the Archangel, except for the Titan, who shot it down with lightning. When it attacks, the enemy's defense is reduced by 90%, making it very effective against the strongest creatures and leveled-up heroes with high defense. Also a relatively very cheap unit (small but deadly!). However, it is slow for level 7. In battle against it, hit it with magic and shoot from a distance, but try not to let it strike first!!
Arch Devil (4500 + 2 Mercury) A quite formidable unit! Lost only to the Archangel and the Behemoth. Fast enough, and it makes life much easier since enemies cannot counterattack. It also has a very useful property— -1 to enemy luck. For personal reasons, it dislikes the Archangel.
Titan (5000 + 2 Gems). The most powerful shooter in the game. Smarter than most heroes (and some players :), so it ignores mind spells. Naturally, no melee penalty. Lost only to the Archangel and the Arch Devil. Brutally shot the Behemoth from a distance. The duel with its eternal opponent, the Black Dragon, ended almost in a draw (a slight advantage shifted from one to the other). But it's expensive, the bastard.
Black Dragon (4000 + 2 Sulfur) Loses to the Archangel, Behemoth, and Arch Devil; draw with the Titan; beat the Gold Dragon with a slight advantage. Brutally burned the rest! Completely ignores magic (it simply doesn't believe in its existence!) A very effective unit for fighting players who rely on magic and casting Armageddon, which it also refuses to believe in.
Gold Dragon (4000 + 2 Crystal) A slightly less effective unit; loses to the Archangel, Behemoth, and Arch Devil, and slightly to the Black Dragon. The gameplay tactic is essentially the same, except that it is slightly faster than the Black one, and it can be hit with Implosion. Costs as much as the Black one.
Chaos Hydra (3500 + 1 Sulfur) A quite nasty creature! Ineffective in attack, slightly better in defense. Of all the units, it is only capable of beating the Ghost Dragon and the Phoenix, even though the enemy doesn't counterattack. When fighting it, don't let it hit several units at once, as it attacks all enemies standing close to it. In short, a good Hydra is a dead Hydra! As many as 100 exp points per head, and it has 3 heads. For some reason, it costs 500 Gold more than the Behemoth.
Ghost Dragon. (3000 +1 Mercury) Once upon a time there was a little dragon (what color, science does not know for sure). It lived its life and then kicked the bucket from old age. Then an evil Necromancer happened to run by, who brutally resurrected it and forced it to work for him. To be honest, he shouldn't have done it, as this undead is far from a living dragon. It has far fewer hit points, lower attack, defense, speed, and damage. Now it doesn't spit fire over 2 cells, but pecks with a bony beak, and most importantly—it lost its magic immunity. However, it gained a couple of new bells and whistles— -1 to enemy morale, and a 20% chance of "age"—halving the enemy's hit points. With luck, if it manages to Age early before the Phoenix fries it, it can beat the Phoenix. It's far behind everyone else! If you are playing against a Necromancer and they have a bunch of Ghost Dragons, he will constantly cast animate dead on them, trying to resurrect them faster than you kill them (typical Necromancer tactics). If you win—there will be a lot of exp.
Phoenix. (2000 +1 Мercury) A bit weak, of course, but the fastest unit in the game, plus four of them are born a week, twice as many as any other level 7 unit :) Only beats the Ghost Dragon, plus it's much cheaper. Immune to fire magic. For every 5 killed Phoenixes, 1 will rise from the ashes without the help of resurrection. Conclusion—a very nice unit that fully justifies its cost.
I apologize for not being able to read the entire thread right now (I will definitely read it later), and if someone has already raised this issue, please don't be offended.
RomaShSh Archangel – In battle, it only loses to the Behemoth.
Ancient Behemoth – Very interesting units. In melee combat, they defeat any level 7 creature! This is because they remove 40-80% of the target's defense upon hitting. That is, when an Ancient Behemoth hits an Archangel, only 20% of its defense remains – from 30 units, only 6 remain.
I'm sorry, but that's nonsense. How can an Archangel lose to an Ancient Behemoth?
No, of course, theoretically it might be possible, but I don't think it's enough to say that an Archangel loses to an Ancient Behemoth in battle.
RomaShShThus, there are many good units in the castle's army, but the castle has a shortage of good heroes.
What about Sir Mullich? What about Adele? What about Loïn? And that's not a complete list.
Angelman.Rus Ancient Behemoth Wow! This unit crushed everyone, even the Archangel. Its attack reduces the opponent's defense by 90%.
1) What kind of battle was it, where the Ancient Behemoth defeated the Archangel? How did it happen?
2) Doesn't the defense reduction amount to 90%? Isn't it 80%?
Прошу прощения: за знания орфографии русского языка.
well, 80, you messed up =) yes, I played against a friend whose heroes had 1-0-0-0 (strength, magic attack, spell power, knowledge) and tested out the 7th-level units.