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

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#440
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i.e., it's called looting.
You can wander around a lot and level up quickly.
#442
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well, how can you protect yourself from being controlled by a Berserker? Are there any ways to do that?

Added 1 hour and 3 minutes ago
and another question,
is +1 attack a lot? and how much is it? I'm interested in evaluating whether +1 attack for Garuna over 6 levels is normal or not.
In reply to joe_saint_joe
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#443
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joe_saint_joe
Well, how can you protect yourself from mind control when facing a Berserker? Are there any ways to do it?
Added 1 hour and 3 minutes ago
And another question,
Is 1 attack point a lot? And how much is it?
I'm interested in evaluating whether +1 attack for Garuna over 6 levels is normal or not.
Antimagic is needed... And also, I think you should split the strongest Orcish unit (most likely, Cyclops) into two. Then one will be temporarily disabled (here you can only reduce the probability of this with barbarian luck and artifacts), and the other will be able to act. Yes, I also actively use goblin sorcerers; a 50% chance of a spell not working is not bad at all in your case.
1 attack point, in my opinion, is very little... For the difference to be noticeable, it should be 5 points, at least. For it to affect the outcome of the battle, it should be 10, otherwise it is unlikely to change the result.

Added 1 minute ago
And Orcs' attack already grows normally, so I don't see the point in +5 attack for 30 levels.
 

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In reply to Ment
#444
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Ment
Yes, I still actively use goblin warlocks; a 50% chance of a spell not working is not bad at all in your case.
You can even achieve 100% blocking – the required number of goblins is determined by this formula: (warlock's level + spell level + 17) x 25
#445
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Okay, thank you. I'm still wondering why, when you upgrade the "Expert" skill, you only get +15% damage, but +30% defense. Against Berserk and Subjugation, defense is definitely something you need to upgrade to "Expert." Blood Memory, build a Skull Pile in the city, in general, so that at the beginning of the battle, there is at least some Rage. You need Barbarian Luck; in my case, Subjugation was applied only once out of three times during a battle. And that's with +5 Luck. So, it doesn't always help. Especially after the Banshee's Wail. But it's better to have it than not. Darkness Shroud is good. But it's still useless at later levels. At level 9, the Necromancer can apply Berserk for 2 turns. And against Slow, there's Battle Cry. Orcs have plenty of it, even after the Banshee's Wail. Moreover, after that, you need to immediately use Rallying Cry. And there's also something like "Fury's Fire," which is a pretty good thing. They will quickly gain and quickly lose it, that's true. But not all stacks will be affected. Not everyone will be attacked at once in battle. A couple or three will definitely reach the third level of Blood. Daughters, goblins, especially if they are in a group, warmongers...
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#446
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Interesting, I didn't know that. But according to this formula, it comes out to 650 goblins for a level 12 Necromancer with the Subjugation skill. I think that might be too many.
 

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#447
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I think Garuna will be useful when playing against a demon, and it's also good to upgrade the "Return to the Void" skill from the summoning branch. (Although I don't know if the attack power increases or not.)
Там бугага - там Ктулху бродит, Креведко на ветвях висит...
#448
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and also, since a Necromancer reduces luck, and sometimes even into negative values, the attack from Cyclops under Berserk might not be as effective as one would like.
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#450
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Yes. It was really interesting to learn how the probability of a spell failing is calculated, depending on the number of goblins!
Let's say a level 15 Necromancer uses the "Dominate" spell. An Orc has 500 goblin shamans. What is the probability that the spell will not work as intended?
In reply to Igor111
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#451
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The manual contains all the formulas.
Regarding goblins: "Minor goblin mischief."
The calculations are based on the probability of outcomes...
Будьте осторожны со своими желаниями. Иногда они исполняются.
Сервер в Discord
Стрим на twitch.tv
Стрим на GG

ЛИДЕР Клана"ХРАНИТЕЛИ НЕБЕСНЫХ ВРАТ" Рейтинг: Латник
Вступление в клан "Хранители небесных врат"
In reply to Igor111
#453
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Igor111
Yes, it was really interesting to learn how the probability of a spell failing is calculated, depending on the number of goblins!
Let's say a 15th-level necromancer uses the "Enslave" spell. An orc has 500 goblin shamans. What is the probability that the spell will not work as intended?
15% chance that the spell will fail;

45% chance that the enemy's magic will be reduced by half when calculating the spell's effect;

the same chance (45%) for the spell cost to be doubled;

15% chance that the goblins will be pushed back on the attack rating scale, and if it has a curse effect or deals damage, it will affect the goblins, and the caster will not spend mana.

Added 2 minutes later
Skull
For example, let's take 10 archmages and a 15th-level mage with skilled chaos magic, who wants to cast "Ice Ring."
825 goblins will block the hero's "Ice Ring," "Fireball," or "Wall";
625 goblins will block the archmages' "Fireball."

Added 3 minutes later
Skull
Then it should be +18 for 100%.
Is this a hint about the small size of goblins – that they, not having reached adulthood, need to finish school and shouldn't cause trouble?! :D
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#454
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Since we're talking about mind control, there's not much to say about the weak mind control ability – a 15% chance of blocking a spell is almost negligible. That's why Orcs constantly lose to Necromancers who have a stronger mind control ability. Exceptions are very rare.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



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#456
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15% chance that the spell will fail;

45% chance that the enemy's magic will be reduced by 2 times when calculating the spell's effect;

the same chance (45%) for doubling the spell's cost;

15% chance that the goblins will be pushed back to the beginning of the attack turn order, and if it has a cursing effect or deals damage, it will affect the goblins, and the caster will not spend mana.
antonag07 How did you calculate that?
Honestly. I'm just too lazy to look it up in the description.
If you've already found the formula, could you write it down? How do the percentages of spell blocking depend on the number of goblins and the level of the caster?

Using the formula (caster level + spell level + 17) x 25, it turns out that to block the control of a 15th-level hero, you need 925 goblins. If there are 500, then the probability of blocking should be (500/925)*100% = 54%.
Why did you get 15%?
In reply to Igor111
#457
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Igor111
antonag07 How did you calculate that?
Honestly, I just don't feel like looking it up in the description.
If you've already found a formula, could you write it down? How do the spell blocking percentages depend on the number of goblins and the level of the Sorceress?

Using the formula (Sorceress level + spell level + 17) x 25, it turns out that to block the "Charm" spell cast by a level 15 hero, you need 925 goblins. If there are 500 of them, then the probability of blocking should be (500/925)*100% = 54%.
Why did you get 15%?
Yes, that's correct – to block "Charm" (cast by a level 15 hero), you need 925 Sorceresses, because the level of this spell is 2 points higher than "Fireball" and other level 3 spells; accordingly, more blockers are required in this case...
Regarding the second statement (why not 54%, but 15% with 500 goblins) – see the manual for a detailed explanation of this issue...