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Posts from Tactics for Rampart.

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In reply to ART/Haos master-D
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#367
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ART/Haos master-D
question - is it +40 or +20 resistance?
Why are only these options given? The correct answer is 36%.
#368
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the correct answer is 36%
Could you please elaborate? I don't understand...
In reply to Adagio
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#369
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Adagio
Could you elaborate? I don't quite understand...
The math teacher should have explained it in more detail. We have a 20% (0.2) chance of resistance. If the first unit provides a 20% resistance, then 80% remains for the second unit. Chance = 0.2 + 0.8 * 0.2 = 0.2 + 0.16 = 0.36 = 36% Or, there's another formula. Simply take the chance of both abilities not triggering (1-0.2=0.8) simultaneously and subtract it from one: Chance = 1 - (0.8 * 0.8) = 1 - 0.64 = 0.36 = 36% Study math; it will be useful ;)
#370
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Ah, now I understand.
Thank goodness, I'm done with math... I must not have studied hard enough. :rolleyes:
I was just adding the values, thinking that the sum would give 40%, but it turns out that you first need to consider the first value, and then calculate the second 20% from the new result... I was taking both into account at the same time... If you do it sequentially, then yes, it's different...
And has it been confirmed that it's calculated sequentially, and not all at once?
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#371
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Adagio
Has it been verified that the calculation is done sequentially, rather than all at once?
Well, it makes sense that it would be done sequentially, because each horse has its own ability. It would be more interesting to calculate the effect of a Battle Gnome standing next to a Unicorn with a hero who has expert resistance and all resistance artifacts :D. It's unclear what will be calculated separately and what will be calculated together.
#372
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a hero with expert-level resistance
Well, if my memory serves me right, expert-level magic resistance provides 15% protection, dwarves have their own 40%, and unicorns give 20%, as already mentioned. Plus, who knows how many artifacts provide additional percentages. It would be good to know the calculation sequence, what is taken into account first and what follows... In short, a decent percentage should result. By the way, that's why I don't really like Rampart: I always play as Tower, and here you go...

And another question: is it better to leave dwarves and dendroids in the city or take them with you? Because they slow down the hero... Although they also protect elves from melee combat... I constantly can't decide what to do with them.
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#373
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Adagio
Well, if my memory serves me right, expert-level magic resistance provides 15% protection, dwarves have their own 40%, and unicorns give 20%, as already mentioned. Plus, who knows how many artifacts offer additional percentages. It would be helpful to know the calculation sequence, what is considered first and what follows... In short, a decent percentage should result.
Expert gives +15%. Atreus gives +5+10+15%. Battle Dwarf gives +40%. Unicorns give 20% (and you can have 3 of them). Let's assume that artifacts with the skill stack, and the rest are calculated separately.
Chance = 1 - ((1-0.4) * (1-(0.15+0.05+0.1+0.15)) * (1-0.2) * (1-0.2) * (1-0.2)) = 1-0.6*0.55*0.8*0.8*0.8 = 0.83 = 83%
Adagio
And another question: is it better to leave dwarves and dendroids in the city or take them with you? They slow down the hero... Although they do protect the elves from melee combat... I constantly can't decide what to do with them.
Dwarves and dendroids, as well as the entire army, should be carried by a support hero. The main hero should travel on silver pegasi for maximum speed. :cool:
In reply to Dirty_Player
#374
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Dirty_Player
Unicorn 20% (you can actually place 3 of them).
That's strange, I can place 6 (specifically, of course, for research purposes). Or does it mean that only 3 auras work? Where did you get this information? And by the way, which part of the horn spreads the aura? The head, the body, or both?
Инфа о разных моих проектах, по большей части геройских, тут http://phomm.narod.ru
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#375
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It's hard to verify, but I think Dirty is right. The formula seems similar to the one in the fourth game. The aura should ideally affect 8 adjacent cells (like the attack range of a hydra) – after all, the unicorn emits it, not just its rear. And only 3 unicorns can surround a dwarf standing in the middle of the formation (if in a corner, then 2, and if in the middle of the field, then 4, but during a battle in the middle of the field, there's no time for magical defense...).
And immediately, a related question – does 40% resistance mean a 40% chance to completely negate any enemy magic, or does it always reduce damage by 40% for offensive magic (it seems like the latter, but I don't remember for sure)?
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#376
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pHOMM
It's strange, I can even put 6 (of course, specifically for research purposes), or does it mean that only 3 auras work? Where did you get this information? And by the way, which cell of the unicorn spreads the aura? The head, the rear, or both?
I think you can put 6. I just took 3 for the calculation for some reason :) I can't say for sure which specific cell works because I haven't tested it. I used to think that the aura is spread by the *rear*, because in the game, in the tavern, there was once a rumor: "If you want to protect yourself from magic, stand BEHIND the unicorn." That's why I thought that only 3 can be used and they must be behind. I need to test it sometime. It's also interesting whether the aura will work if the unicorn is cloned :D

dnaop-wr
And right away, a related question - 40% resistance - is it a 40% chance to completely reflect any enemy magic, or for damage magic, does it always reduce the damage by 40% (it seems so, but I don't remember for sure)?
It's exactly the chance to reflect any magic. The chance to reduce damage only applies to golems. Although in Warlords, they wanted to change the effect of the skill to the "golem" principle, but the idea didn't seem to make it into the final game.
In reply to Dirty_Player
#377
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Dirty_Player
The chance to reduce damage only applies to golems.

The chance doesn't reduce damage; instead, it grants a permanent 50/75/85/95% damage reduction.
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#378
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Dirty_Player
... It's precisely the chance to reflect any magic. The chance is only reduced for golems. Although, in the beta test, they wanted to change the skill's effect to a "golem-like" principle, but the idea didn't seem to make it into the final version.
This is what confused me – the difference in the wording. In the fourth game, specifically, it's % damage for attacks and % chance to apply for other effects. But here, it's the same for both. Anyway, it's intriguing – I need to test it! Or maybe, for a higher chance, we should stick the horn in the... well, you know?:D :smile13:
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#379
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These unicorns are truly amazing creatures! :) I never really thought about the specifics of their physiology: they resist magic – and that’s it! :) But, based on the fantasy books I’ve read, it seems that all the magic of a unicorn is concentrated in its horn (see also the film "Legend" by Ridley Scott). And without a horn, it would just be a horse...
Dirty_Player
In Heroes of Might and Magic, they wanted to change the effect of the skill to a "golem-like" principle, but the idea didn't really catch on.
I read that. But the "golem-like" principle can only be directly applied to offensive spells (explosion, chain lightning...), but how can it be applied, say, to slow? To slow, but not as much? :)
Personally, I think it’s a shame (and can lead to significant losses!) when the "dwarven" resistance triggers when, for example, berserk or blindness is cast on a powerful and fast enemy stack (dragons, etc.). :( Therefore, one of the most valuable artifacts that I always try to take whenever possible is the Sphere of Vulnerability.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
In reply to Marmot
#380
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Marmot
But the "golem" principle can only be directly applied to offensive spells (explosion, chain lightning...), but how can it be applied, say, to slow? Slow down, but not as much? :)
Personally, I'll say: of course, it's frustrating (and can lead to big losses!) when "dwarven" resistance triggers when casting, say, berserk or blindness on a powerful and fast enemy stack (dragons, etc.). :( Therefore, one of the most valuable artifacts that I always try to take when possible is the Sphere of Vulnerability.

the golem principle only works for golems, although if we follow the developers' logic, they should have given the same resistance to gargoyles, as they are created in a similar way.

and regarding the +1 sphere, it is often given in Utopia, and the balance of power against castles with immunity to many mind control spells shifts in the other direction.
In reply to Dirty_Player
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#381
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Dirty_Player
An expert gives +15%. Attributes give +5+10+15%. Battle Gnomes give +40%. Unicorns give 20% (and you can place 3 of them). Let's assume that artifacts with the skill stack, and the rest are calculated separately.
Chance = 1 - ((1-0.4) * (1-(0.15+0.05+0.1+0.15)) * (1-0.2) * (1-0.2) * (1-0.2)) = 1-0.6*0.55*0.8*0.8*0.8 = 0.83 = 83%
I took the time to do a quick test. On one hand, an expert for resistance (20%), gnomes (20%), and a squad of unicorns (20% each) - the calculated chance is 26.2%. On the other hand, an expert + artifacts (20 + 30%), battle gnomes (40%), and a squad of battle unicorns (20% each) - the chance is 12.3%. I ran more than 20 rounds - and here are the results: instead of 26.2%, it's 47.6%, and instead of 12.3%, it's 0.0%. I could have run 100 rounds, but the principle wouldn't change - the formula doesn't work (the game probably has a different one). And judging by the results, it's approximately this: %chance = 1 - (%hero resistance + %gnome + %unicorn (one! - does not depend on their number)). Then in the first case, the calculation is 1 - (20 + 20 + 20) = 40%, which is close to the actual result (47%), and in the second case, 1 - (50 + 40 + 20) = -10%, which corresponds to a 0% chance (in reality). I haven't checked the horn or rear yet, as both are present in the squad.