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Posts from NHF – new heroes for Heroes V 3.1. Auto-translated

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#17
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Have you tried the GiveHeroBattleBonus function? It adds both initiative and hit points. However, it still won't affect the morale of the undead.
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In reply to RedHeavenHero
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#18
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RedHeavenHero
Have you tried the GiveHeroBattleBonus function? It adds both initiative and hit points. However, it still won't be possible to influence the morale of the undead.
Does it allow you to control a specific creature, or just a hero?
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#19
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No, it doesn't. But why not affect the entire army? And the size of the bonus can be adjusted to be moderate. But giving more than one unit of initiative, in my opinion, is cheating.
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#20
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RedHeavenHero
No, it doesn't. But why not affect the entire army? And the size of the bonus can be adjusted to be moderate.
But giving more than one unit of initiative seems like cheating to me.
Well, here it is.
The topic was leaning towards making a hero based on creatures :) (and this is almost impossible to implement properly). And here, suddenly, everything....
You can play around with mana...

Added after 1 hour 7 minutes
Make a hero - a devil who takes mana from the opponent))
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#21
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UP. Added Sandro (by Dyrman) and Fagus (by Ment)

Added 1 hour 46 minutes ago
UP.
Fixed the special ability of Nibros: now the hero's luck increases with every 6th level.
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#22
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UP.
Nibros' special ability has been adjusted: now, the hero's luck increases with every 6 levels.
But what about the balance? This is a monstrous ability; at level 18, luck increases by +3, or +30% damage in equivalent to the ENTIRE army. At least, it should be every 10 levels.
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#23
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Nargott
Wasn't the balance affected? This is an incredibly powerful special ability; at level 18, it grants +3 luck, or +30% damage equivalent to the ENTIRE army. At least it should be every 10 levels or so.
Well, then let's ban the horseshoe and the lion's crown, especially when they're used together! :smile04:
And only 3 levels of luck give +3. Ban that too. Only +30% damage at level 4 - what a horror! :eek: And some have 3... :smile30: :smile13:
Ksud will be 10 times stronger than Nibros. And yet, no one seems to care about her....
Moreover, special abilities will be adjusted during testing (buffed/nerfed). But this is in no way stronger than what already exists in the game.



Added 16 minutes later
And in reality, it will be less than 30%. The fear factor, the risk factor, and the counterattack factor will significantly reduce this number.
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#24
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Then ban the horseshoe and the lion's crown altogether, especially when they're used together!
You're comparing apples and oranges: artifacts and specializations. Artifacts should have a significant impact, while specializations should only provide a small bonus, on par with a simple perk (just one!). At least, that's how it works with many other heroes. Take the specializations, for example: by level 18, they give +9/+9 to the stats of the hero's preferred unit, which is about a 35% increase in damage and survivability for that unit. Just one unit! But here, the luck specialization gives a +30% damage bonus, which is equivalent to the entire army.
And in reality, it will be less than 30%. The fear factor, the risk factor, and the counterattack factor will all reduce this number.
The element of surprise works against both sides. So, reducing the impact of luck because of this is just another myth. Statistics of results, at least, do not confirm this.

Added after 4 minutes
K'suda will be 10 times stronger than Nibros. And yet, no one seems to care about her....
You're comparing kilograms and meters, global strategic and local tactical specializations (combat). We're only talking about tactical specializations here, so compare it with the tactical specializations of other heroes. As for how things stand with some K'suda, I don't know, I haven't seen it.
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#25
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Nargott
At least, that's how it works with many other heroes. Take, for example, the specialists: by level 18, they provide +9/+9 to the stats of their specialized unit, which is approximately a 35% increase in the unit's damage and survivability. Just one unit! And here, the luck specialist provides a +30% damage bonus, equivalent to the entire army.
The element of surprise works against both sides. So, the reduced impact of luck due to this is just another myth. Statistics, at least, do not confirm this.
It doesn't work for the computer, for example. But for both sides of human players, it will be equally lower... And why didn't you mention luck? Only 3 levels and 30%? That's overpowered, isn't it? Maybe you should compare Svey and Wingael? How many times is the difference? I'm not exceeding the limits set by the game (in Nibros's Specialization)! 3 luck for 3 levels or for 18...
And now, an example, since we're talking about hero specializations: Ingvar or the reworked Nibros? Ossir or the reworked Nibros? ... Numbers are just numbers, but you still have to play the game, and it's not just about the final result... The fear factor in Nibros's upgrade will reduce the impact of this luck by almost half, considering that there are no archers at the start. Or will we attack an enemy showing 10 damage if they have 20 attack? Maybe it's better to just go into defense/retreat?
Nargott
You compared artifacts and specializations. Artifacts should have a significant impact, while specializations are just a small addition, on par with a simple perk (just one!).
Who came up with this "axiom"? There are weak and strong specializations. And Nibros's specialization is not overpowered in this case. You won't get much in your inventory, except for luck artifacts. It won't matter if you have a Lion's Crown, it will still be there (the chance of finding sets is even lower).
Nargott

You compared kilograms and meters, global strategic and local tactical specializations (combat). We're only talking about tactical ones now, compare them with the tactical specializations of other heroes. I don't know what's going on with some Ksuda, I haven't seen it.
Wow:eek: ... we're only talking about tactical ones now... I have to guess from thin air...
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#26
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It doesn't work for the computer, for example. But for both sides of human players, it will be equally lower...
Consider it as you see fit. At one time, I researched the topic of randomness and came to the conclusion that a range of 1-3 and non-random damage of 2 are equivalent, and the same applies to luck. Randomness is more difficult to predict for both you and your opponent - it's a double-edged sword. When the opponent has a unit with +5 luck, it is more dangerous for you than a unit with +50% damage, but the second option was more reliable for both sides.
And why didn't you mention luck? Only 3 levels and 30%? It's overpowered, isn't it?
3 levels is 3 perks. A special ability is 1 perk. When other heroes have special abilities equal to 1-2 perks, and one has a special ability equal to 3 perks, what do you call that?

Added 9 minutes later
Now, as an example, considering the special abilities of heroes: Ingvar or the reworked Nibros? Ossir or the reworked Nibros?
Both have strong special abilities; in the first case, it's due to the additional bonus to health for an already strong unit (warriors), and in the second case, it's due to the bonus for overpowered units. This special ability is what brings Nibros up to the level of these overpowered "fathers." But what about modest middle-of-the-road heroes, such as those with special abilities on peasants, archers, swordsmen, griffins, zombies, etc.?
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#27
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Nargott
Consider it however you want. I once researched the topic of randomness and came to the conclusion that a range of 1-3 and non-random damage of 2 are equivalent, and the same applies to luck. Randomness is more difficult to predict for both you and your opponent – it's a double-edged sword. When your opponent has a unit with +5 luck, it's more dangerous for you than a unit with +50% damage, but the second option was more reliable for both sides.
I'll repeat: the game isn't just about the final battle. In the skirmish, you fight against the AI. It knows where to strike. And the player doesn't, so they "panic." During the upgrade process, all protein-based units have a fear factor.
Nargott

3 levels is 3 perks. A special ability is 1 special ability. When other heroes have a special ability equal to 1-2 perks, and one has a special ability equal to 3 perks, what do you call that?
I'll repeat: the game isn't just about the final battle. This is not a dueling mode. Other heroes have their own special ability + simply more archers and/or powerful spells. Luck, unlike even the attack stat, doesn't use its full potential. If it could predict, it would use it to the fullest... And only then would we have a pure 30%.
+3 to luck is not much. Unlike skills, a special ability won't open the way to perks. Play with this hero, everything will become much clearer; it's pointless to prove it. It's very easy to write a special ability.

Added 6 minutes ago
Nargott
S
Both have a strong special ability; in the first case, it's due to an additional bonus to health for an already strong unit (warriors), and in the second, it's due to a bonus for overpowered units. This special ability is what brings Nibros to the level of these overpowered "fathers." But what about modest middle-of-the-road units, such as those with a special ability on peasants, archers, swordsmen, griffins, zombies, etc.?
You're not comparing them to heroes with reworked special abilities. It will be like in TE (I'll borrow it, I confess, but this was hinted at during testing, and the idea was liked). And I'll repeat: I'm not breaking the boundaries set by the game. That is, the game won't become more imbalanced. Where am I breaking the balance? The hero isn't strong (he's actually a little above the level of those you named and below those I named, although it's still not entirely clear who is better). Play it, and you'll see everything for yourself.

Added 50 seconds ago
I'm finishing up now; you're just distracting me from the mod. I need to create heroes, not waste time with nonsense...
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#28
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I agree with the author; it's a perfectly reasonable strategy. Also, keep in mind that horseshoes, clovers, and lion cloaks are not uncommon on maps, and when equipped, they rarely conflict with existing items. Plus, there are various fountains and idols that would be beneficial to visit before the final battle (since we're talking about it). Therefore, a luck stat of 2-4 for this game isn't overpowered; it's just a normal occurrence.
 

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#29
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UP.
Added by Muazira.
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#30
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In a breakthrough, you fight against the AI. It knows where to strike. The player doesn't, and therefore "hesitates."
Okay. Situation in a breakthrough: 1) your unit deals 100 damage with a +5 bonus on a successful hit; 2) your unit deals 150 damage. You need to finish off the dragon in one hit, otherwise – counterattack, its turn, losses, etc. First case: the dragon has 101-150 HP remaining; obviously, it's better to have stable damage of 150 (the second option), as this guarantees a kill, compared to a 50% chance. Second case: the dragon has 151-200 HP remaining; obviously, it's better to have the first option, 100 damage with a bonus on a successful hit, since in 50% of cases the dragon is killed, while in the first option, it always survives.

As they say, if a player hesitates, doesn't know the probabilities, and can't calculate the risks, then that's their personal problem. The one who doesn't hesitate wins. Your Nibros is currently the number 1 pick for Inferno. At least, until the heroes with average skills are reworked.
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#31
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Nargott
Okay, let's analyze the breakthrough situation: 1) your unit deals 100 damage with a +5 bonus on a successful hit; 2) your unit deals 150 damage. You need to finish off the dragon in one hit; otherwise, it will counterattack, and it will be its turn, resulting in losses, etc. In the first case, the dragon has 101-150 HP remaining; it's obviously better to have the stable 150 damage (the second option) because it guarantees a kill, compared to a 50% chance. In the second case, the dragon has 151-200 HP remaining; it's obviously better to have the first option, 100 damage with a chance to hit, because in 50% of cases, the dragon will be killed, while in the first option, it will always survive.
This is a specific case of a breakthrough. And even then, at higher levels, it's a dragon, after all. Moreover, in the second case, the dragon will defeat you if it doesn't die. But if you stand in defense or, even better, in a strong defense (+60% protection!!!), there will be a counterattack, and we will remain alive. And then, with the next hit, we will 100% defeat it. So, what's the problem?

Added 3 minutes ago
Nargott

As they say, if a player hesitates, doesn't know the game mechanics, and can't calculate the risks, then that's their personal problem. The one who doesn't hesitate wins. Your Nibras is currently the best choice for Infernal units. At least until the heroes with average skills are reworked.
Yeah, whatever...
You'll level him up eventually.... Grog and Nimues are definitely preferable, even over an enhanced one. Deleb up to level 18 is also good, though...
For example, Marbas also seems strong according to the formula, but in reality, he's more of a niche hero.

We can stop arguing about this skill: I definitely won't weaken it. I might even need to strengthen other skills. Or, we can continue this in private. I'll post the formulas later.

Added 21 minutes ago
By the way, I will be posting the handler with coefficients that affect the strength of hero skills separately and conveniently so that it can be used to strengthen or weaken them for various mods. In the Test Environment, for example, luck is already weakened.
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