Skip to content

Posts from - A reference guide and manual in Russian for Heroes 3.

5.0 (1 rating)
User Avatar
20 years ago
Auto-translated
Greetings to all fans of the Heroes of Might & Magic III universe!

I would like to invite you to participate in a project dedicated to creating a reference guide for HoMM III.

The topic itself is not new. There are many individual resources dedicated to describing the physics of the Heroes world, but despite all efforts, it is extremely difficult to find an information source that can be unequivocally classified as a reference guide.

This work does not claim to be original and is the result of compiling various official (Player's Manual) and unofficial (forums and websites) sources dedicated to describing the internal world of the game.

The file in Excel and PDF formats can be found at the following link:
http://vk.com/fizmig

At the moment, the work on the project is not yet fully completed, if it is even possible to complete it... :) Therefore, I would be grateful if anyone would like to participate in it and share their opinions, knowledge, and advice. An updated version of the document will be posted at the specified address for all those who wish. A link to the author will definitely be included. :)

Not all the information provided in this reference guide can be considered official, because it contains observations and assessments of players who wished to share their opinions about the features of the game. But, nevertheless, in general, it достаточно realistically reflects the physics of the Heroes world and will undoubtedly be useful to any beginner.

Given the above, any comments, clarifications, and explanations are welcome. Any suggestions regarding a more optimal form of presenting the information provided will also be valuable.

Sincerely,
AmberSoler
User Avatar
15 years ago
Auto-translated
I first encountered the Axe of Fury, wielded by a Lord Barbarian, on the map "A Dracolish Helmet" by Grigor Minchev. It cannot be included in SoD – unless you modify the EXE file. If you want to use it, play WoG! And in the FizMig, nothing is described about anything added or modified in WoG.
User Avatar
15 years ago
Auto-translated
I've long wanted to determine the impact of various skills and spells on the damage dealt in combat. To find out which skills and spells are beneficial and which are not, why 15% defense is stronger than 30% attack, what the benefit of luck is, and so on. Various issues have been touched upon in different forum threads, but it never went beyond 1-2 isolated examples. I performed the calculations using the total damage formula D(sum)=[D(bas)+MD(bas)+M(of)+M(luck)]*[1-M(def)], as presented in the "Physics of Might and Magic" guide. As a basis, I took the Attack and Defense skills, the chance of Luck occurring, and spells of the 1st level that increase Attack, Defense, and reduce Damage (all at the Expert level). I did not consider spells that affect the base damage D(bas) – they are individual for each monster. I did not consider the Ranged Attack skill and spells that affect ranged damage, as well as spells of higher levels – they act similarly to simple melee spells. I considered 4 combat scenarios: - The attacking and defending monsters are the same, attack = defense, i.e., the damage modifier = 0; - The attacker is weaker than the defender by 28 units (attack – defense), i.e., the damage modifier stops decreasing further; - The attacker is stronger than the defender by the same 28 units; - The attacker is stronger than the defender by 60 units, i.e., the damage modifier stops increasing further. For clarity, I took monsters with the necessary parameters (and, as a hero, some mage with zero combat skills, and for cases of hero specialization – with skills of 10-10, which is equivalent). And I made one condition: since the base damage modifier MD(bas) depends only on the parameters of the monsters and is always present, I took it as a conditional unit of damage (100% - highlighted in red in the table), and calculated the influence of other factors relative to this value (without rounding). Relative changes in parameters in each of the 4 scenarios are shown in blue. The detailed results of the calculations are presented in the attached table, all values are in %. The calculated values may differ by 1 unit from those produced by the AI in combat (probably due to rounding). And here an interesting point emerged, not noted in the "Physics of Might and Magic" guide (may AmberSoler forgive me, I asked him this question). Luck is indeed affected by the MD(bas) modifier, but only if it is negative. That is, if a Fairy attacks an Archangel, with a modifier of -70%, the damage will be 30% of the base, and luck will bring not 100%, but also only 30% of the base damage. A similar situation occurs with a negative modifier for the Attack skill – M(of) will give an increase only to these 30%, i.e., 9%. At the same time, if you change the modifier, for example, by casting Bloodlust, then both parameters – M(of) and M(luck) – will increase accordingly.
Attachments 1
1 file attached • Total size: 13.5 KB
User Avatar
15 years ago
Auto-translated
Fizmig, page 17

Sniper - Has 32 shots in reserve. No penalty when shooting at a distance or through obstacles. Hand-to-hand combat penalty - 50%.

Archmage - No penalty in hand-to-hand combat. No penalty when besieging a city. The presence of this unit in your army reduces the cost of all spells for your hero by 2 sp (spell points). Deals full (not half) damage when shooting at an enemy hiding behind castle walls. Has 24 shots in reserve.

Another source:

Snipers, for example, have no penalty at a distance, but still shoot at half strength through a castle wall...

Mages/Archmages have no penalty when shooting through castle walls, but have a penalty at a distance.

***

Testing is a real pain. Does anyone know for sure?
15 years ago
Auto-translated
Snipers... even when shooting through the castle walls, their shots only deal half damage...
- This is incorrect; everything else is correct.
In reply to Lider1
User Avatar
15 years ago
Auto-translated
Lider1
Fizmig p. 17
Testing is a real pain. Who knows?
The question is certainly interesting. Playing is a pain, but I found time to test. Sniper - no penalty for walls or distance, melee 50%. Mage, archmage, and also wizard - no penalty for walls or melee, distance penalty 50%. Mages -2 SP per spell, and since I was testing on pegasuses, which require +2 SP, I got 00.
In reply to dnaop-wr
User Avatar
15 years ago
Auto-translated
Page 02. The spell Summon Boat costs 6 mana, although it actually costs 8.
User Avatar
15 years ago
Auto-translated
Thank you, it's fixed. ))

I'll upload the update in a few days. There isn't much to add in terms of fundamental changes; it's mostly about fixing minor issues and adding important details, and there are many of them....
User Avatar
15 years ago
Auto-translated
Efreet's Shield Counter.

See below.
15 years ago
Auto-translated
AmberSoler
Greetings to all fans of the Heroes of Might & Magic III universe!

Allow me to invite you to participate in a project dedicated to creating a reference guide for HoMM III.

The topic itself is not new. There are many individual resources dedicated to describing the physics of the Heroes world, but despite all efforts, it is extremely difficult to find an information source that can be unequivocally classified as a reference guide.

This work does not claim to be original and is the result of compiling various official (Player's Manual) and unofficial (forums and websites) sources dedicated to describing the inner world of the game.

The file in Excel format can be found at the following link:
http://homm3world.narod.ru/index.html

At the moment, work on the project is not yet fully completed, if it is even possible to complete it... :) Therefore, I would be grateful if anyone would like to participate in it and share their opinions, knowledge, and advice. An updated version of the document will be posted at the specified address for all those who wish. A link to the author will definitely be included. :)

Not all of the information provided in this reference guide can be considered official, because it contains observations and assessments of players who wished to share their opinions about the features of the game. But, nevertheless, in general, it достаточно realistically reflects the physics of the Heroes world and will undoubtedly be useful to any beginner.

Given the above, any comments, clarifications, and explanations are welcome. Any suggestions regarding a more optimal form of presenting the information provided will also be valuable.

Sincerely,
AmberSoler

Just awesome!!! No words!!! :D Great job!!! :smile20: Already on page 26))))
In reply to Step4eg
User Avatar
15 years ago
Auto-translated
Efreet's Shield Retaliation.

Base Damage - 20%. This occurs when the attacking unit's primary Attack skill is equal to or greater than the primary Defense skill possessed by the Efreet during combat (taking into account the stats of the heroes controlling these units).

If the attacker is not strong enough, and their Attack skill is lower than the Efreet's Defense level, the retaliation from the Efreet's Shield will increase proportionally to the difference. The maximum retaliation occurs when the "Defense - Attack" difference is 28 units, and it amounts to 66.6(6)% of the attacker's actual damage, i.e., exactly 2/3. Further increase in damage from the Efreet's Shield is not observed. The only exception found is for ranged units, which have a melee penalty (and deal half damage). They receive double damage from the Efreet's Shield. That is, up to 4/3 of the actually inflicted damage - the Efreet will be most effective in blocking such ranged units.

An empirical formula has been found:

D(efreet) = D*8/(40-R),

where
D = the actual damage of the attacker, which they inflicted on the Efreet Sultan (WITHOUT taking into account rounding).
Notes:
1. It should be noted that if the stack of Efreet is destroyed in the process, the actually inflicted damage will not exceed the total health reserve of all units in this stack (i.e., even a legion of Azure Dragons will not be able to inflict damage on a single Efreet Sultan that is greater than its health reserve).
2. Artifacts that increase the unit's health are taken into account, as the unit will actually take more damage due to the larger health reserve.

R = (Def-Att) - the difference between the Efreet's Defense and the Attack of the unit that receives retaliatory damage from the Fire Shield (taking into account the primary skills of the heroes).

When calculating, the attacker's damage is not rounded to the nearest whole number, but the final value of the retaliation is rounded down to the nearest whole number.
All values of the retaliation range are within [8/40; 8/12].

P.s. The basic formula is likely influenced by the balance of power between the attacking stack and the stack of Efreet Sultans.
The formula above is specific - the calculation was performed with relatively equal forces of both stacks. In the case when the total power (or number) of Efreet is significantly less than the attacker, the retaliatory damage decreases. This needs to be clarified.
In reply to AmberSoler
User Avatar
15 years ago
Auto-translated
AmberSoler
Efreet's Shield Counterattack.
...The maximum counterattack increases when the "Defense - Attack" difference is 28 units... Further increase in damage from Efreet's Shield is not observed. ...
28 units means there is a limit, just like when calculating regular damage. Logical. I wonder, what about the issue with the frequency of morale appearing, which was posted on the PhysMig website on June 27, 2011? I haven't tested it, but I agree about the heroes, but I don't understand about the neutrals - after all, they don't attack on their own.
In reply to dnaop-wr
User Avatar
15 years ago
Auto-translated
dnaop-wr
I wonder, what about the issue regarding the frequency of morale appearing, which was posted on the PhysMig website on June 27, 2011? I haven't tested it myself, but I agree about the heroes, but I'm not sure about the neutrals – after all, they don't attack on their own.
Testing probabilities is the most time-consuming process, as the sample must be large enough to make a decision about the reliability of the observations. Therefore, I can't say for sure. I once tested morale, and everything was within the expected values, but I didn't compare two heroes against each other. If I have the opportunity, I will check this point.
dnaop-wr
Luck is indeed affected by the MD(bas) modifier, but only if it is negative. That is, if a Fairy attacks an Archangel, with a -70% modifier, the damage will be 30% of the base, and luck will not bring 100%, but also only 30% of the base damage. A similar situation occurs with a negative modifier and the Attack skill – M(of) will only give an increase to these 30%, i.e., 9%. At the same time, if you change the modifier, for example, by casting Bloodlust, then both parameters – M(of) and M(luck) – will increase accordingly.
This is an interesting observation. At first glance, you are right – a negative damage modifier does affect the amount of damage when luck is involved. It seems that I will have to change the structure of the formula to take all these points into account. I will need to work on this. Thank you for the note.
In reply to AmberSoler
User Avatar
15 years ago
Auto-translated
AmberSoler
Testing probabilities is the most time-consuming process because the sample must be large enough to make a decision about the reliability of the observations. ...
That's right. But when the control numbers are known, the question becomes somewhat simpler – it’s sufficient to determine not the absolute value of the number, but rather what number the desired result tends towards, taking into account the permissible range of values/error margin. By the way, I recently tested the relationship between different magic resistances (Rampart) - /topic/at/494149/ - it might be useful.
User Avatar
14 years ago
Auto-translated
Where is the promised updated version? :-)
In reply to AmberSoler
User Avatar
14 years ago
Auto-translated
AmberSoler
I once tested the morale stat, and it was within the expected range, but I didn't compare two heroes against each other. If I get the chance, I'll check that out...
I decided to test the frequency of morale appearing. With an expert leadership skill, it appears 10-12 times per hundred battles, both for the attacking and defending hero. During a round, it could appear 2-3 times out of 7 turns for one of the heroes. For neutral creatures, it appeared 3-4 times per hundred battles, including for minotaurs (although they theoretically should have a +2 morale bonus: 1 from being from the same castle and 1 from their own inherent bonus). Overall, everything was within the normal range. It seems my friend had some kind of glitch with his computer, and it gave him a different calculation (and the entry in the registry translated it to all versions of the game). :smile33:

Statistics

Welcome our newest member: recijeb