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

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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
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AmberSoler;53509
A basic test showed that when all of your hero's stacks are full, and among the units there are only upgraded versions of the ones we are considering (Skeleton Warrior, Zombie, Wraith, Mighty Lich), then the number of units raised with the Cloak of the Undead King will be one third less, i.e., 2/3 of the calculated amount.

Moreover, this factor does not depend on any other circumstances.

And without the Cloak of the Undead King?
I assume the result will be the same, i.e., the Cloak of the Undead King has nothing to do with it, and this is a property of necromancy.
Герои - это клёво.
In reply to Zingel
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Dear AmberSoler, I have another question: how much damage will a Death Knight deal if luck triggers and double damage is applied? Of course, it's quite easy to check, but I just don't have enough time for such experiments.
Radik
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Radik;53722
Dear AmberSoler, here is another question.
It's best not to bother AmberSoler with such trivial matters. :)

I can answer briefly:
Radik;53722
How much damage will a Death Knight deal if luck triggers and double damage is applied?
- You won't like it!
:)

P.S. If you know, but still can't figure it out, read the manual. :)
Герои - это клёво.
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Zingel;53729
It's not worth bothering the esteemed AmberSoler with such trivial matters :)

I can answer briefly:

- You won't think it's insignificant!
:)

P.S. If you know, but still can't do it, read the instructions. :)

It is from trivial matters and details that the most complete picture or description is formed.
You won't think it's insignificant:D
And what was meant in P.S.?
Radik
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Zingel;53671
And without the Cloak of the Undead King?
I assume the result will be the same, i.e., the Cloak of the Undead King has nothing to do with it, and this is a property of Necromancy.
Yes, absolutely correct.
Radik;53722
Dear AmberSoler, one more question: what damage will a Death Knight deal if both luck and double damage trigger? In theory, of course, this is quite easy to test...
Ah, easy to test, you say? :) Such things are easy to test if you can cast Bless on the unit — then it has fixed damage, and you can empirically calculate any damage modifier... But you cannot cast Bless on Death Knights, so due to the double damage spread (15-30), the dependency is very difficult to determine...

In essence:
- double damage (unit's special ability) — adds an additional amount equal to base damage
- luck — also adds an additional amount equal to base damage

In total, we have triple base damage per hit... Only because of the spread, which I already mentioned, sometimes triple base damage (min 45) can be less than double (max 60)... :D

Plus — of course, you need to account for the fact that base damage is modified depending on the ratio of the attacker's Attack to the defender's Defense...
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You can't apply a blessing, just as you can't apply a curse, in my opinion. And of course, you need to consider the damage spread and the ratio of attacker's attack to defender's defense (for specific examples).
Therefore, luck*1.5, and double damage*2 = in total, the base damage is multiplied by 3 (strangely enough, I didn't know exactly how much luck increases damage until now; by the way, I don't think there's anything about it in the reference guide).
Radik
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VDV_forever;53771
Dear AmberSoler!

I am preparing materials that I created as a result of real experiments to make some corrections to FIZMIG. Do you mind?;)

Sincerely, VDV_forever
Do you want to change the font? Or add some pictures? :D :D :D
Сначала было слово...
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AmberSoler;53774
Do you want to change the font? Or add some pictures? :D :D :D

For spelling issues, you should contact proofreaders or philologists, and for pictures, you should contact artists or designers.

I did notice these minor flaws, but I wasn't referring to them... :)

P.S. I'll get to it when I have time. It's about 30% done so far. :(

Sincerely, VDV_forever
Единый справочник по Героям Меча и Магии

ТУРНИРЫ ПО ГЕРОЯМ 1!:smile13:
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Radik;53772
You can't apply a blessing, just as you can't apply a curse, in my opinion. And of course, you need to consider the damage spread and the ratio of attacker's attack to the victim's defense (for specific examples).
Therefore, luck * 1.5, and double damage * 2 = in total, the base damage is multiplied by 3 (strangely enough, I still didn't know exactly how much luck increases the damage, by the way, I don't think there's a word about it in the reference).
I don't think so... The term "double damage" means that the base damage is added to the resulting damage... Luck works exactly the same way... Or did I misunderstand your post: what is "luck * 1.5"?

For example, the damage against hydras (they have a defense of 18, as well as the attack of knights, and therefore the attack/defense modifier is zero) will be in the range of 15-30 HP. Luck will add as much - 15-30 HP, and the ability will also add 15-30 HP... Total: 45-90 HP

Added 3 minutes ago
VDV_forever;53775

I noticed, of course, these small inaccuracies, but I'm not talking about them... :)
Work is being done on spelling and other stylistic aspects. One kind person volunteered to review and proofread the reference for similar inconsistencies...

And as for the content, I'm always happy to hear news! So don't hesitate, you can even submit your ideas in parts, it won't be possible to enter everything at once anyway, we will do it gradually...

Added 4 minutes ago
Radik;53772
(strangely enough, I still didn't know exactly how much luck increases the damage, by the way, I don't think there's a word about it in the reference).
Quoting page 14

"Luck increases the chances of a squad dealing double damage. This means that only the base damage will be added to the damage dealt by the unit - but no modifications are doubled. For example, if the damage dealt by an Archangel is 50 HP, with an Attack skill of your hero, each Arch in your army will deal 50 * 1.3 = 65 HP, and if Luck occurs, the damage will be 50 * 1.3 + 50 = 115 HP. They are modified similarly to morale - by artifacts, the "Luck" skill, visiting objects that increase luck, and the presence of creatures in the army that affect luck. The chance of a squad dealing double damage is calculated from the luck points in the same way as the probability of a re-roll from combat spirit."
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Has anyone seen this ability combined with luck?
I don't remember it.

And if I were the developers, I would make the ability stacking geometric, not arithmetic! :)
That is, (luck) x (ability) x (attack) = 2 x 2 x (attack) = 4 x (attack), and then multiply all of this by the Offense coefficient.
Then it would definitely be powerful enough. :)
Герои - это клёво.
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Zingel;53785
Has anyone seen this ability combined with luck?
I don't remember seeing it.
I think it happens in about two out of a hundred attacks. You need a very high luck level for this, which is usually not the case with Necropolis units... But I'm sure I've seen it happen...
Zingel;53785
And if I were the developers, I would make the ability stacking not arithmetic, but geometric! :)
That is, (luck) x (ability) x (attack) = 2 x 2 x (attack) = 4 x (attack), and then multiply all of this by the Offense coefficient.
Then it would definitely be powerful enough :)
Well, then they would have to reduce the damage of this unit to the limits of 10-20 HP for balance. In this game, the balance is surprisingly high, which is what makes it so appealing... :)
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I was actually interested in learning the general formula. That is, what makes up the final damage and how.
Using your example with hydras:
- is the damage determined randomly (RND) within the range of 15-30, or, which I doubt, does it depend on any other factors?;
- if the damage is 20, will luck and double damage also add 20 each, or will the computer randomly select a value within the range of 15-30 again?

Added after 4 minutes
AmberSoler, sorry, I missed that page.
Radik
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Radik;53791
I was actually interested in the general formula. That is, what the final damage consists of and how.
Using your example with hydras:
- is the damage determined randomly (RND) within the range of 15-30, or, which I doubt, does it depend on some other factors?;
- if the damage is 20, will luck and double damage also add 20, or will the computer again randomly choose a value within the range of 15-30?
The base damage is determined through RND within a delta (except for the situation with the blessing, when the base damage is equal to max or max+1), then this damage is used in the formula several times, but it no longer changes, i.e., it is one and strictly fixed for each round of combat. The secondary skill "Attack" adds a portion of the base damage to the total damage, depending on the level of development of this skill. In turn, the specialization "Attack" (Crag Hack) modifies not the damage directly, but the value of the secondary skill... The attack/defense modifier changes the amount within the range of (-0.7...+3.0) of the base damage... Luck adds the value of the base damage to the total... :)

It's all quite confusing at first glance, but I think it can be broken down quite clearly with a specific example... Let's take an example (what unit is fighting against what unit, who is our hero, what is the terrain, what are the primary skills of our hero and the enemy hero, do we have "Attack" among the skills, does the enemy hero have "Armor" and what is its level of development, etc.). After all, the formula is multi-step, and the calculation will be different in each specific case...
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Yes, I understand. When asking questions, I was essentially referring to damage without considering the influence of primary and secondary skills, as well as hero specializations and the terrain where the battle takes place, but now I realize I should have mentioned that.
Therefore, in your example (Death Knight vs. Hydra), assuming primary hero skills are 0, there are no attack or defense secondary skills, and the heroes have no attack or defense specialization, and the battle takes place on neutral territory, the following will happen:
If the Death Knight's damage is determined to be 20 as a result of a random number generation (RND), then if luck triggers, it will deal 40 damage, and if double damage also triggers, it will deal 60 damage.
Radik

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