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Your total percentage is 120!:D And here's a quote from the manual, and based on this text, it should be +18;) And a ring of cold for a 15th-level mage with a 100% chance will block 900 goblins, and a fireball from archmages will block 650.
P.S. antonag07, thank you:smile02:. Thanks to you, I found the time to delve into and understand this issue:smile20:.
I don't know how you saw 120% in my calculations/formulas, but 875 goblins block (with 100% certainty) any third-level spell of a 15th-level hero.
Well, you wrote it yourself: 15, 45, 45, and 15; add them up! And we get 120%, which contradicts the 100% principle.
Provide what I wrote (or indicate the message number) – and even better, carefully read what I wrote.
Skull
And your "turnip" doesn't prove anything because with 95% block chance, a result of 4 out of 4 (and even 10 out of 10) is quite realistic.
Prove (for example, by recording a replay, just like I did) that my 875 goblins won't block the enemy spell under the conditions mentioned above – and then we can talk about evidence. Otherwise, we'll stick to our opinions. Skull
And once again, if the base block percentage is 10, not 15, as you think, then you need to add 18, not 17! ;) Or provide me with a quote from your manual, although I suspect it's general for everyone:rolleyes:.
It would be better if you took the trouble to explain to me, and at the same time to the other forum members, about your +18...
Саня Изи
15 years ago
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Actually, the manual states that the base probabilities for the different outcomes of a curse are 10/40/40/10%, so I don't understand what antonag07 meant either.
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
Basically, the manual states that the base probabilities for a spell being resisted are 10/40/40/10%, so I also don't understand what antonag07 meant.
Especially for those who are clueless and didn't understand what I wrote – I'm quoting my own message with explanations:
Added 1 minute ago antonag07
15% chance that the spell will not work;
45% chance that the enemy's magic will be reduced by 2 times 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 hit the goblins, and the caster will not spend mana.
Added 2 minutes ago
825 goblins will block the "Ring of Cold", "Fireball", or "Wall" spell of a hero; 625 goblins will block the "Fireball" spell of archmages.
So, point by point: summing up the above percentages (15% chance of deflection, 45% chance of magic reduction, etc.) and deriving a total of 120% is a gross mathematical and logical error – therefore, appealing to the contradiction of 100% is also invalid.
Why do 825 goblins block a 3rd-level spell cast by a 15th-level hero?
I'll explain: we take the formula (hero level + spell level + 17) * 25 and get 825; now we check the result: we take the formula for calculating the number N for goblins (1 + squad size / 25) and the formula for calculating the number N for the target (hero level + spell level) and perform some simple mathematical manipulations. As a result, we have: the number N (goblins) is equal to 36; the number N (target) is equal to 18. We compare these numbers (36-18=18) and see that one of them is greater than the other by 18. According to the manual, for each unit of difference, the probability changes in one direction or another by 5%. We add this difference (in this case, in favor of the goblins) together with the base 10% and get – 18 * 5 + 10 = 100. This is where the 100% guarantee of deflecting a 3rd-level spell from a 15th-level hero with 875 goblins comes from.
Now I would like to understand what +18 and what 120% the respected Skull was talking about...
11Денис11
15 years ago
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in my opinion, Orcs are quite decent as fighters:
pros:
1) good attack
2) Blood Fury improves their stats - a clear plus
3) War Cry increases Blood Fury and also improves stats (Tribes of the East can even kill a couple of Cyclops and greatly increase Blood Fury).
cons:
1) no magic!!!! except for magic of movement
2) weak defense
3) goblins-traitors are a clear minus (fortunately, betrayal is only present in the initial goblins)
vpatachek
15 years ago
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The Orcs were done really well. There's no magic, but in my opinion, this is well compensated by their warcries and hero abilities. This race was released last and is probably the most well-developed by the developers.
Zena.Malina
14 years ago
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Orcs have such cool cyclops and wyverns! I really like them in battle...
Liiion
14 years ago
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This race was well-designed; it would be even better if they had magic. But they have good attack power.
Ment
14 years ago
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The lack of magic among the Orcs is precisely what sets them apart. It is more than compensated for by their blood rage, silencing spells, and (albeit few) battle cries.
The lack of magic among the Orcs is very bad for the Orcs.
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
The lack of magic among Orcs is very bad for the Orcs.
It's also bad that there's no way to raise undead from slain enemies:smile01:
And it's also bad that there's no way to train warlords or shamans – at worst, I'd agree to centaurs:smile01:
Let's not forget about summoning reinforcements from the underworld – after all, demonic blood should be boiling, and this is an obvious oversight by the developers:smile01:
And what about sworn enemies?! Why can't Orcs have sworn enemies?! This is also an obvious mistake by the developers:smile01:
And weren't they ashamed to release such an unfinished game, with so many shortcomings and flaws, noticeable to the naked eye of our forum members?:smile09:
Саня Изи
14 years ago
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And what do class skills have to do with it? No one has complained about Blood Fury yet. But people are constantly complaining about the fact that there's no way to remove Subjugation.
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
PbITcaPb
14 years ago
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I apologize, but some users have already complained in certain threads, calling it “complete garbage” and so on. Personally, I don’t think so.
Soljie
14 years ago
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I'm interested in using the Daughters of the Sky in the later stages of the game. Pure Wrath, a skill that provides +50% to spell learning, and starting a battle with 4 spells, plus artifacts like the Sarissa, which saves mana – focusing on stacking Lightning and Horde Fury. The question is, is it worth it?
Там бугага - там Ктулху бродит, Креведко на ветвях висит...
I'm interested in using the Daughters of the Sky in the late game. Pure Rage, a skill that increases unit production by +50%, and starting a battle with 4 spells. If you also have Sarissa artifacts, it saves mana – the focus is on casting Chain Lightning and using the Horde's Fury ability. The question is, is it worth it?
Hmm... It makes sense if you take the ring and crown/robe from Sar-Issa. First, the cost of war cries will decrease. Second, the Daughters of the Sky will initially cast "Chain Lightning."
However, the imbalance in the Orcs comes from the lack of "Remove Curse." You have to rely on deflecting spells from the school of darkness, such as "Blind," "Charm," and "Berserk." The key to success when the enemy Orc has zero resistance is to cast "Charm" on the Cyclops and then direct them at the Warmongers (if there are any). The Cyclops will take out someone nearby, and the Warmongers will eliminate the Cyclops with their "Furious Retribution" ability.
But the Orcs themselves are an attacking faction. The best defense is offense. They are strong against other combat factions but extremely vulnerable to some magical factions (if "Magic Resistance" is not developed or the hero has low spellcasting).