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In reply to Stomper
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12 years ago
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Stomper
I feel the same way; I just want some serious confirmation or denial, because sometimes it can significantly affect the outcome of a battle. Not to mention that when you hover your mouse over an enemy stack, it shows the possible damage, and you need to interpret that carefully in the case of a Gaussian distribution. :)
Well, the guard intervals for objects or passages are also set in ranges. Moreover, it's not 20-49, but it could be 35-64, depending on the stats. In that case, the probability will follow a Gaussian distribution, meaning the highest chance will be at the average value. The number of enemies killed by the Death Gaze of a powerful Gorgon is also distributed according to a Gaussian distribution. Apparently, the damage is also distributed in the same way; it's just that when you try to replay the same battle multiple times, for example, in a mini-Naga bank, where a stack of skeletons should deal 220 damage with a range of 65-250 (hypothetically), in order to kill 2 Nagas with one hit, it's not that easy to achieve.
In reply to Dirty_Player
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12 years ago
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Dirty_Player
Apparently, the damage is calculated the same way, it's just that when repeatedly trying to win the same battle, for example, in a mini-Naga bank, where a stack of skeletons should deal 220 damage with a range of 65-250 (roughly), to kill 2 Nagas in one hit, it's not that easy to achieve.

By the way, doesn't the fact that repeating actions in battles results in the same battle outcome also play a role here? I'm not sure about the damage, but I remember that when attacking a high-level dungeon and getting morale from the guards in the first round, in replays, this creature also got morale in the first round. Although, if my memory serves me correctly, this is a feature of the HD mod.

It seems like it would be good to add a plugin to H3DamageCalculator that calculates the probability of dealing/not dealing damage greater/less than a certain damage with a stack. :D
In reply to Stomper
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12 years ago
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Stomper
By the way, isn't there also a factor here that repeating actions in battles results in the same battle outcomes? I'm not sure about the damage, but I remember that when attacking a high-level creature and getting a morale penalty from the guards in the first round, in replays, this creature would also get a morale penalty in the first round. Although, if my memory serves me correctly, this is a feature of the HD mod.
This is a feature of Heroes 3. Here, all random events are not truly random, but are based on some value (I don't know where the game gets it from), and this value changes in relation to the time interval between actions. Thus, if you wait a different amount of time before an attack, the damage will be different, but if you attack in the same situation, for example, after 5 seconds, the damage will be the same. This also applies to morale/luck. The dependence on the time factor was fixed in HD+, now random factors depend on the player's actions. With the same actions, the same events will occur. This is, of course, very good for online tournaments, because in case of disconnections, it is not a problem to restore the picture of the battle. For offline tournaments (single-player playthroughs), this eliminates the "grinding" when you can get a morale penalty every turn :smile51:
Stomper
It seems that it would be good to add a plugin to H3DamageCalculator that calculates the probability of dealing/not dealing damage greater/less than a certain amount of damage per stack. :D
I'll talk to the author :)
In reply to Stomper
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12 years ago
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Stomper
Hello everyone. I've been struggling with a question about the mechanics in Heroes of Might and Magic III, specifically regarding how damage is calculated for stacks consisting of more than one unit. (Unfortunately, I couldn't find an answer in the Physics Engine Guide. Maybe I didn't look closely enough.)

Let's consider the following example: Suppose we have an Air Elemental whose damage, before modifiers, can take any integer value from the interval [2, 8]. Here, the damage distribution seems to be uniform (i.e., each integer value within the interval has an equal probability), even if I'm not entirely sure in this case, although it logically follows that this is so.
Now let's consider a stack of 10 Air Elementals. Their damage ranges from 20 to 80. But how is the damage calculated? Is a random value chosen from 2 to 8 for each of the 10 units in the stack, and then summed up, or is a random value selected from the interval [20, 80]? In simpler terms, what kind of damage distribution occurs in this case? It would seem logical that it should be normal. My observations in battles show that stacks of a large number of units, such as a legion of skeletons, often deal damage close to the expected value, but perhaps I am just "lucky."

This question has already been raised.

/topic/at/359580/

If the number of creatures is no more than 10, then the damage from each of them is dealt independently.
If the number of creatures is greater than 10, then the damage from 10 independent units is calculated, after which the total damage is multiplied by N/10, where N is the number of creatures in the stack.
In reply to Kluka
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12 years ago
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Kluka
This question has already been raised.

/topic/at/359580/

If the number of creatures is no more than 10, then the damage from each of them is applied independently.
If the number of creatures is greater than 10, then the damage from 10 independent units is calculated, after which the total damage is multiplied by N/10, where N is the number of creatures in the stack.

Thank you for the information!
Although, in my opinion, this is a rather clumsy way to calculate damage :(
For example, the fact that for a stack of k*10 units, the damage will always be divided by k, and there are only (Dmax-Dmin+1)*10 possible values for damage for any stack. All this modulo modifiers, of course.
12 years ago
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Maybe newcomers will find it interesting. It could help break some stereotypes. I myself struggled at first, like a complete newbie.
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12 years ago
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mrshch, what topic or question does your save file relate to? :confused: I personally didn't understand. Newcomers probably won't either. Please explain when you post! "Break stereotypes" - what stereotypes? And so on.
12 years ago
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Well, it's clear that you don't have any newbie stereotypes. That's why it's not clear what you're talking about. But a beginner, by default, when attacking a Castle, plays defensively, and in this case, it's suicide; a well-planned attack is what matters.
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12 years ago
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Is there a guide for the Moon map? I can't figure it out. Sometimes, when you place a wall right next to another, they attack you, and sometimes they wait.
In reply to Sloth_D
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12 years ago
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Sloth_D
Is there a guide for the Moon map?
You can find it on Sticky's streams.
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12 years ago
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Sloth_D
Is there a guide for the Moon map?
I can't figure it out. Sometimes, when you place a wall right next to it, they attack you, and sometimes they wait.
It means the wall isn't placed right next to it. If a unit can attack you, it will attack; if a unit can't reach you, it will wait until the wall disappears.
In reply to Heroes13
12 years ago
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Heroes13
If a unit can attack you, it attacks; if a unit cannot reach you, it waits until the wall disappears.
My regular wolves were moving, but the upgraded ones were standing still.
In reply to mrshch
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12 years ago
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mrshch
My regular wolves were going, while the upgraded ones were standing still.
The wolves were upgraded – they became smarter. The regular ones went forward – and were destroyed, while the smarter, upgraded ones saw this and waited for the fire to subside.:D
In reply to Heroes13
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12 years ago
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Heroes13
So, the wall isn't placed right next to the unit. If a unit can attack you, it will attack; if a unit can't reach you, it will wait until the wall's effect wears off.
Something isn't quite right with what you're saying. In Nagabanka, the Nagas wait for one turn if you place a wall right next to them. Then, you place a second wall one cell away, and they start taking damage from both walls.
Dirty_Player
On Sticky's streams.
Well, at least that's how it is.
In reply to Sloth_D
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12 years ago
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I haven't played Heroes with live people for several years, an opportunity came up, and I decided to look into what the global community has come to. I found the forum, found the HD mod, skimmed a few threads. Played some Jebus, hit ГО at 131, got saddened.
I realized I don't know how to play Heroes.
With that in mind, here's the first batch of noob questions:
1. Where can I watch champion streams and replays? Are there any special threads with tutorials and tournament games? I want to tap into the source of age-old wisdom and see how skilled people build chains, for example. Commentary along the way is desirable but not mandatory.
2. Is there a FAQ on slang or a dictionary of Heroes slang and terms anywhere?

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