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

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20 years ago
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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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13 years ago
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dnaop-wr
Still, there must be some numerical limit. I just tried testing it – I collected 55 artifacts in my backpack and didn't see any restrictions. In the game, you usually try to get rid of so much junk by offering it at an altar or giving it to other heroes.
I didn't have that problem either, where items wouldn't fit in the backpack. But there is a numerical limit. It seems to be around 80.
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13 years ago
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I had the same problem! :( It happened specifically on large, custom-made maps that were rich in treasures. It was quite annoying because I had to regularly "discard" extra artifacts to my other heroes and redistribute them among them so that they wouldn't have their backpacks overflow either. As for its capacity, I don't know either.
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13 years ago
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The damage from ranged towers is affected by 3 factors: the Air Shield spell, petrification of the target, and the presence of a secondary skill or armor specialization on the attacking hero. All these factors should reduce the damage, but they increase it – this is a bug.
There are no questions about the first factor (it is also mentioned in the physics engine), and the second factor is not frequent enough for basilisks or medusas to emerge from the castle and petrify the enemy, but the third factor is more problematic – a hero with expert armor does not receive a 15% damage reduction from the towers, but rather a 2x damage increase. The only question is that this bug does not always occur (although I have seen it mentioned in descriptions). When checking on one PC, it exists, but on another, there is no sign of it. The pattern is unclear. It does not depend on other factors, but when Air Shield and the armor skill are applied simultaneously, only one of them works. That is, it seems that any of these factors can trigger the doubled damage from the towers.
So, the question is – in what situations does the negative effect of the armor skill manifest itself, and how can this be dealt with?
In reply to dnaop-wr
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13 years ago
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dnaop-wr
The damage from ranged towers is affected by 3 factors: the Air Shield spell, petrification of the target, and the presence of a secondary skill or armor specialization on the attacking hero. All these factors should reduce damage, but they increase it – this is a bug.
There are no questions about the first factor (it is also mentioned in the physics engine), the second one is not frequent enough for basilisks or medusas to emerge from the castle and petrify the enemy, but the third one – a hero with expert armor does not receive a 15% reduction in damage from towers, but rather a doubling of the damage. The only question is that this bug does not always occur (although I once saw it mentioned in descriptions). I check on one PC – it exists, on another – there is not even a hint of it. The pattern is unclear. It does not depend on other factors, but when Air Shield and the armor skill are applied simultaneously, only one of them takes effect. That is, apparently, any of these factors can trigger the doubled damage from towers.
So, the question is – in what situations does the negative effect of the armor skill manifest itself, and how can this be dealt with?

Do defense specialists also receive additional damage from towers?
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13 years ago
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I haven't tested it, but I think someone mentioned it in a post. I've also encountered some other observations (for example, the Shield spell), but they weren't confirmed during testing. However, I don't know if specialization additionally increases damage or not, but there are no specializations without a skill, and the skill causes a bug. And this raises questions about the usefulness of using Tazar and other weapon specialists in many situations.
In reply to Dirty_Player
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13 years ago
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Dirty_Player
I haven't had that happen to me either, where something wouldn't fit in the backpack. But there is a numerical limit. Around 80, I think.

64. (ten characters)
In reply to dnaop-wr
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13 years ago
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dnaop-wr
The damage dealt by ranged towers is affected by 3 factors: the Air Shield spell, petrification of the target, and the presence of a secondary skill or armor specialization in the attacking hero. All these factors should reduce the damage, but they increase it – a bug.
Only the first mentioned factor increases the damage. Petrification of the target and the presence of a secondary skill or armor specialization in the attacking hero reduce the damage from ranged towers as intended. Petrification of the target reduces it by a factor of two, and the secondary skill + armor specialization reduces it according to the formula provided in the reference guide. I tested this in SoD 3.2. (P.s. I conducted the battle in HD-MOD 2.98f mode, but I don't think this will affect the essence of the process).
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13 years ago
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I also tested it on this version of the game, and I don't think it affects anything. The tooltip shows the correct calculated damage, taking into account all factors (spells, armor, archery skill, etc.). But the actual damage (based on remaining HP) doesn't react to this, except for the air shield – it works as expected, I didn't test petrification due to its insignificance, and the armor skill – I checked it on two of my PCs, and it works differently. On one, I didn't notice any effect, and on the other, there was a clear doubling of the damage from the skill itself. But before that, I read about it in an article, and to be sure, I decided to test it. I can't understand the pattern – I'll test it again. Perhaps there is a random factor, like with the hero duplication. But why does this bug repeat itself?
It would be helpful if someone else could test it to find out the cause.
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13 years ago
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dnaop-wr
The tooltip shows the correct calculated damage, taking into account the influence of all factors (spells, armor, shooting skill, etc.). But the actual damage (based on remaining HP) does not reflect this...
The main difficulty lies in the fact that towers provide a damage range. To identify a clear algorithm, a large number of battles need to be conducted. However, the inconsistency can be confirmed by obtaining at least one value outside the damage range. If I have the opportunity, I will definitely take another look.
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13 years ago
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I searched for the original source of information but couldn't find it right away. However, I remember the wording almost verbatim: "Only 3 factors affect the damage from ranged towers: the Air Shield spell, petrification, and the hero's armor skill and specialization. All of them should reduce damage, but in reality, they increase it." The range of tower damage values does create a problem for testing. Plus, "it can be higher than the upper limit, but never goes below the lower limit." This may be related to the damage calculation algorithm and its rounding. If the base damage of a tower is, say, 10-15, then the actual damage may be in the range of 10-17...18 (approximately). To determine the influence of a particular factor, you need to change each parameter one at a time, to the extent that the value goes beyond the base damage range. For example, for the archery skill, take expert level (+50%) and 3 artifacts (+30%) - a total of +80%, the damage range will already be 18-27 (displayed in the tooltip). But if, at the same time, it only deals 10-15...17 damage to a monster (any, including a catapult), then you can be sure that the skill is not working. The same applies to the attack and defense parameters of monsters and the hero. However, increasing a parameter by 10% (base archery) might not give anything. This is probably related to the rounding algorithm. For example, if you increase defense (+20%), for a peasant with 1 defense, it adds 20%, i.e., +0.2, but not less than +1 (it indicates). For a monster with 9 defense, it should be +1.8, but after rounding, it also indicates only +1. And if the monster's defense is 10, then it will already be +2. The armor skill specifically falls within the +100% damage range (20-30), although the tooltip shows -15% (8-13). However, this was not always the case, and the dependence algorithm is unclear. Regarding the Air Shield, there is also this information (possibly from the same source) - for the spell at the advanced or expert level, the damage increase is 2 times (+100%), and for the spell at the basic level, the damage increase is about 40%. This dependence has also been confirmed. I don't think it's necessary to conduct a "darkness" (100,000) of battles - it's not a random occurrence; either there is a bug, or there isn't. And if it occurs, it happens constantly; if it doesn't occur, it also happens constantly. The main thing is to understand when and why it occurs, or, conversely, does not occur.
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13 years ago
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It would be helpful to mention in the skill description that artillery allows the defending side to control towers during a castle siege (this is sufficient, and there don't seem to be any additional effects afterward).
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13 years ago
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it would be worth reading more carefully.
13 years ago
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Lider1, I couldn't find it either. Where is it?
In reply to zoog
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13 years ago
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zoog
Lider1, I couldn't find it either. Where is it?

I admit I was wrong. There isn't anything like that in the game. But I've read about it many times, probably on the forum, and I got it mixed up in my head :mad: :(
13 years ago
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Similarly. It seems that this has already been mentioned two or three times in this thread, so it should already be fixed.

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