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Posts from Tactics for Rampart.

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In reply to dnaop-wr
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dnaop-wr
Haven't checked yet whether they resist magic with their horn or their rear – both are present in the game.
Let's create a poll: What part of their body do you think unicorns use to resist magic? :D
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
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Based on the conclusion I reached in the previous post, it is more effective to position the unicorn to the side of the unit it is defending, so that it falls under the effect of both hemispheres – at least one of them will trigger. However, this is an interesting question, and it could be tested for fun, but I don't feel like it – I'd rather go read Howard.
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another question – which unicorn provides the percentage? here's the trick: the auras stack: 20 + 20 + 20 = 60%. for example, with dwarves surrounded by three unique units with magic resistance from the expansion. 100 - 40 = 60 (dwarven vulnerability). 60 / 100 = 0.6 (one percent of it). 20 * 0.6 = 12, 60 - 12 = 48% (dwarven vulnerability, taking into account the hero's resistance). then, using the same scheme, calculate the unicorn's resistance, in the order of which unicorn approached the dwarves first. here's the priority scheme for resistance:
basically:

unit resistance, hero's resistance skill, hero's special ability (Togrim, and in the same sequence as the unique units, meaning with level-based resistance + 5), artifacts, unicorn aura.

if any element of this chain is missing, it won't interrupt the chain, but will continue without taking that element into account!

it would be simpler to just sum everything up, but the developers created this system with a certain percentage probability for the spell. if it were about the sum, Rampart would be the undisputed leader with the best hero in Heroes of Might and Magic, guess which one...

regarding the aura – put all the dwarves around the unicorn! that's what the aura is. and those people who think the aura is around the rear... I feel sorry for those people
In reply to ART/Haos master-D
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ART/Haos master-D
auras add up: 20+20+20=60%

I feel sorry for these people.
And I feel sorry for the people who think that auras simply add up. Because 20%+20%+20% = 48.8% - this is the percentage of auras for any creature, not just for a dwarf.
In reply to Dirty_Player
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Dirty_Player
I feel sorry for people who think that auras simply add up. Because 20%+20%+20% = 48.8% is the percentage of auras for any creature, not just for a dwarf.
Based on the results of my test, it seems to be just regular arithmetic. And the unicorn's influence is similar to the influence on an army of pegasus or mages - one is enough (there's no more benefit anyway). But the unicorn also has an aura (area of influence), beyond which its effect does not extend. Regarding the idea about the archers, it's reasonable, because the unicorn often blocks the archers.:smile20:
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dnaop-wr
Judging by the results of my test, it seems to be just regular arithmetic.
How many test attempts were there? 1000? 10000?
In reply to Dirty_Player
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Dirty_Player
How many test attempts were there? 1000? 10,000?
As I recall, the number of test attempts is related to the required accuracy of the result (the spread of the sample). The minimum effect of an artifact or skill is 5%. Let's take that as a conditional unit of accuracy, instead of trying to find 1% differences. The larger the sample, the more accurate the result, but 10,000 or even 1,000 attempts is the developers' concern, not mine (my hand would get tired). My concern is to determine the order of effect (with a 5% margin of error), i.e., whether or not a particular factor affects the final result. For 5%, you need to run the sample for a sufficient amount of time, but you can determine the difference between 60% and 90% much faster. The larger the sample, the more evenly the attempts are distributed across the series (it won't happen that 60 zeros are followed by 40 ones). Neither you nor I know what calculation algorithm is used in the game – we can only guess. At first, I thought your conclusion was correct, but when I tested it, I came to a different conclusion. If you have time, re-check it; maybe I made a mistake somewhere. But my approach is also more practical – it's easier to add several numbers than to multiply them.:smile14:
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I think that simple arithmetic doesn't apply here; instead, a percentage is taken sequentially from the current value. It's a simple idea, and here's how to test it: place, say, a Dryad and surround it with 6 Unicorns. Adding them up, we get 20*6=120% magic resistance, which is obviously incorrect. To avoid confusion, it's best to refresh your knowledge of operations with percentages. And, if I'm not mistaken, the calculations with probabilities are performed in this way: Let's assume a unit has no magic resistance. We place one Unicorn next to it. We get the probability of magic working: 1*(1-0.2)=0.8, or 80%. Now, let's add another Unicorn on the other side. The probability of magic working: 0.8*0.8=0.64, or 64%. And so on. With each new Unicorn, we multiply by 0.8. Therefore, the chance of magic working decreases each time, but it will never reach 0, and certainly won't become negative. :)
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
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According to this principle, every 4th attack will hit the target, while according to my idea, 4 out of 5 attacks will hit the target (although if there is a connection with the Horn or the rear, it may turn out to be only every 2nd attack, or even less). I'll have to test it.
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I tested it - on one side, I placed 1 horse and hid a golem behind it, and on the other side, I placed 6 horses around the golem. With 50 casts, both had a defense trigger rate of 10 (which is what it should be on average). With 100 casts, the trigger rate was 17 and 19 (it should be 20). I didn't run it any further, but one thing is clear - only one unicorn triggers (20%), regardless of their number. This means that the game uses a simple arithmetic algorithm for calculation (they didn't bother calculating probabilities from each subsequent factor, but simply took the probability from their sum).
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dnaop-wr, thank you for experimentally clarifying this unclear nuance! I think the game developers didn't hesitate to incorporate complex calculations into the game, rather than wanting players to surround units with unicorns to maximize protection from magic. Regarding the question of which hex of the unicorn affects magic resistance, I think it's either one. Imagine that a unicorn is attacked from behind, it turns around, and what happens then: does the adjacent unit lose its protection? Unlikely.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
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By the way, resistance can easily be more than 100% (arithmetically). Thorgrim at level 50 will have not 20%, but 70% resistance, and artifacts will add another 30% - that's already 100%. And plus the dwarf's or unique unit's own resistance! So, a level 30 Thorgrim with artifacts and unique units can provide the army with 100% resistance. Well, you've brought up an interesting problem!

Added after 18 hours and 16 minutes
I decided to finish off the enemy in his own lair and fully understand the relationship between all resistances. The unicorn's aura gives 20%, regardless of their number; the horn and rear work the same - I checked. The next test: resistance expert with artifacts (20% + 30% = 50%), unicorn (20%), and dwarf (20%). With the sum of resistances (90%), the chance of hitting is 10%; with the product of chances, it's 32% (0.5 * 0.8 * 0.8). I tested it - in one hundred battles, it was 23%, in the other, 27% - the deviation from 32% is too large, even more from 10%, but very close to the option where (50% + 20%) = 70% and 20% - the chance is 0.3 * 0.8 = 0.24, i.e., 24%. I did another test - the same heroes, but on one side, only a combat dwarf (40%), and on the other, a tree guarded by a horse (20%). For the dwarf, with the sum (50% + 40%), the chance is 10%; with the product (0.5 * 0.6) = 30%; for the tree, respectively, (50% + 20% = 70%) the chance is 30% and (0.5 * 0.8) = 40%. And here's the result - for the dwarf, it's 7% (should be 10), for the horse, it's 45% (should be 40). It turns out that the dwarf's innate resistance is added to the hero's skill (and artifacts) arithmetically, while the unicorn's aura resistance works with the hero's skill by multiplying the chances. That is, for a hero with a resistance skill (20%) and artifacts (30%), the unicorn (20%) will only add 10% (0.5 * 0.8 = 0.4). Dirty_Player - thank you for giving me the push, because truth is born in argument.
In reply to Dirty_Player
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Dirty_Player
I feel sorry for people who think that auras simply add up. Because 20% + 20% + 20% = 48.8% – this is the percentage of auras, for any creature, and not just for a dwarf.

Read my post carefully. Understand the essence. Auras don't simply add up. ((100-20)-20%)-20% – this is the formula, and there is a certain sequence here. 100% resistance is impossible, except for special creature skills.
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I achieved 100% resistance by placing dwarves next to unicorns under the leadership of Thorgrim (level 20). 40% (dwarf resistance) + 20% (Unicorn aura) + 20% (resistance skill) + 20% (bonus for Thorgrim's specialization at level 20) = 100%. And that's without artifacts!
In reply to soldierx
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soldierx
I achieved 100% resistance by placing dwarves next to unicorns under the leadership of Thorgrim (level 20). 40% (dwarf resistance) + 20% (Unicorn aura) + 20% (resistance skill) + 20% (bonus for Thorgrim's specialization at level 20) = 100%. And that's still without artifacts!

Something tells me you're not adding things up correctly :D
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того

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