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The Zanj Silos, a branch of tactics, significantly increases the attacking power and damage resistance of the army.
There, everything is killed by vampires alone.
Отдай свои прошлые сны, В сомненьях себя обрети, В бешеном танце душа кружится! Не думай, что будет потом, Здесь и сейчас мы живем, Стань хоть на миг сам собой, слышишь!
Tactics really make a big difference. Having just a few vampires would definitely be enough, no doubt. But to minimize losses, I also included other creatures. I don't remember the details anymore, but I'm curious why the AI didn't eliminate at least a couple of devils that ended up in the center of the battlefield on the first turn.
I decided to analyze the Tactics skill, which, as I noticed, many underestimate. Compared to Heroes of Might and Magic III, the 4 levels of this skill replace 6 old skills – Tactics, Offense, Archery, Armor, Leadership, and Luck. The Tactics skill itself is not directly related to attack and defense parameters, and it is difficult to calculate its benefits, although movement speed and range (and in Heroes of Might and Magic III, the ability to deploy troops before battle) can often be a decisive factor. The benefits of Morale and Luck should be determined taking into account the chance of them occurring. The overall army strength enhancement coefficient for the 1st level of the skill complex will be 1.3, for the 2nd level – 1.66, for the 3rd level – 2.09, for the 4th level – 2.59, and for the 5th level – 3.18. For comparison, in Heroes of Might and Magic III, the enhancement coefficient for the 1st level is 1.25, for the 2nd level – 1.57, and for the 3rd level – 2.02. The maximum enhancement (at the moment Morale and Luck occur) will be 4.22 (4.47 with a single occurrence and 5.41 with a double occurrence of Luck in Heroes of Might and Magic III).
Decided to analyze the tactic skill, which, as I noticed, many underestimate.
Currently, no serious map is played without a hero with the tactic skill. Previously, maps and approaches to online games using a melee hero (aka tank) were very popular. Now, not many games are played using a tank. Maps like Showdown, If these walls could talk, After the flood, and others similar, have become less popular. There are no more players who play rush strategies on other popular maps.
The point is, now everyone plays strictly through the tactic skill. Your calculations prove that online players are making the right choice.
Now I understand everything. I finally understand what's what. Before, I thought that Tactics was a useless skill, that it didn't give any benefits.
Наш мир полон тайн и чудес. Многие их ищут, многим они вовсе не нужны, а многие даже не замечают их, не понимают что они вокруг нас, каждый день, везде. А эти чудеса порой, сокрыты в обычных, привычных предметах.
I already understand that all events in a battle can unfold depending on the terrain (except in cases where the enemy knows "Teleportation" or has sorceresses and/or devils in their army). There will be many stumps, trees, and grass – a large army composed of large creatures will take a very long time to move, and then your archers (with unlimited shots, or at least with a large number of shots) will kill most of them, and your infantry will finish them off!
Наш мир полон тайн и чудес. Многие их ищут, многим они вовсе не нужны, а многие даже не замечают их, не понимают что они вокруг нас, каждый день, везде. А эти чудеса порой, сокрыты в обычных, привычных предметах.
You'll deal 1.5 times more damage and take 1.5 times less damage, plus you'll get bonuses from other sources.
Even if I didn't make the calculations perfectly (perhaps I didn't account for some factor correctly from a mathematical point of view), the general principle of all this remains the same. :smile20: