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Posts from What would you like to change in Heroes of Might and Magic III?
Damage of snakes: 2-5
Damage of griffins: 3-6
Damage of orcs and lizardmen: 2-5, eyes: 3-5, ogres: 2-4
Damage of troglodytes: 1-3, harpies: 1-4, minotaurs: 12-20, cats: 14-20
Damage of pikemen and griffins: 1-3
Damage of nomads: 2-6, dogs and cerberuses: 2-7
All elementals have a large damage range.
So, the Fireball spell is definitely not for a single battle.
Warp_Farseer
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Dear mrshch, you are absolutely right, but it is important to emphasize that the decision on whether to invest in fire magic is ultimately (in my opinion) based on the type of castle we are playing against. For example, when playing against a Dungeon or a Conflux, I would definitely invest in fire magic (I'm talking specifically about the Curse magic). But when playing against a Fortress, just because of the Griffins, or against a Swamp, because of the Snakes, Lizards, and Hydras (especially since Fortress, Blessing, Dispel, or Healing and Water spells are almost guaranteed to drop), or against an Inferno, just because of the Cerberuses, Magogs, and Imps, which can be successfully converted into Demons, I would think twice before investing in it. By the way, a range of 3-5 for Eye is not critical, and if one unit deals 3 damage instead of the average 4, I don't see any particular problem with that.
I'm not arguing with you – it's always nice when the enemy's damage is minimized, but before casting any spell, you should still think: maybe it's better to do something else. Also, don't forget that dragons are generally immune to magic below level 4.
As for my personal view, if you don't mind, I prefer to rely on buffing my own troops. There are reasons for this. For example, some of the enemy's troops have innate immunity to certain types of magic, some suppress it, and we also have to take into account that the enemy hero has invested in resistance and equipped appropriate artifacts. Therefore, our Mass Slow, Mass Curse, and other mass debuffs may be partially ignored, while Stone Skin, Blessing, Haste, etc., will work 100%. So, think about it.
Although when playing against a Rampart, yes, it is advisable to use Mass Slow against melee units and Mass Curse, or better yet, Mass Amnesia, against ranged units.
Главное- это мир во всем мире.
mrshch
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They pump up Fire element (if they aren't mages) mainly for ranged attacks. Although, the Hive units are strong, and other units are also good. The damage in mass combat is equal to (min-1); for example, the Eye unit will deal 2 damage instead of 4, which is a significant difference.
Warp_Farseer
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I agree with the expert, I just blurted it out without thinking. =)
Главное- это мир во всем мире.
dnaop-wr
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Blessing and Curse provide significant benefits for monsters of levels 1-4; in some cases, they can double or halve the damage. For monsters of higher levels, this is less critical, but here, Curse is slightly better than Blessing. An angel with Blessing will deal +1 damage, while a cursed angel will deal -10 damage.
You are defiling my pure and innocent world. How so? -10. Is it some kind of frost effect?
Сейчас балуюсь этим https://vcmi.eu/download/ За то что нейтралы не бегают за единичкой, для меня это уже стоит того
dnaop-wr
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Let me explain in detail: normal damage is 50, advanced blessing is 50+1=51, advanced curse is 0.8*50=40, which is -10 from normal. And for the butterfly: normal damage is 1...2 (average value 1.5), advanced blessing is 2+1=3, advanced curse is 0.8*1=0.8 (if there are many), but if there is only one butterfly, the minimum damage is still 1.
I always thought that an advanced curse works like an advanced blessing (in a mirrored way). Apparently, it's the same here as with the slow/speed pair; the speed increase is calculated as an absolute value, while the decrease is calculated as a percentage.