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I almost always have a stable connection with low ping, and the fact that it fluctuates between blue and green isn't as bad as having a high ping.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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Do artifacts that provide a percentage bonus to necromancy only work when the hero has the spellcasting skill, and do other artifacts that grant percentage bonuses (resistance, eagle eye, ranged attack) and artifacts that reduce the ransom price by a percentage also work on the same principle, meaning they only function with the corresponding skill leveled up?

UTC+03:00, icq 593626431
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skd
Artifacts that provide a percentage bonus to necromancy only work if the hero has the spellcasting skill, and other artifacts that grant a percentage bonus (resistance, eagle eye, archery) and artifacts that reduce the ransom price by a percentage also work on the same principle, meaning they only work with the corresponding skill leveled up?
Not exactly. You need to read the description more carefully. In one case, it says "+% to skill ***", which means it requires the skill itself. In the other case, it simply says "+% to ***". In other words, in the case of Necromancy, Archery, and Eagle Eye, the skill itself is required. In the case of Resistance and Diplomacy, it is not, because it says "increases resistance by x%" or "reduces the cost of surrender," meaning the artifact does not enhance the effect of the skill.
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Please explain how the Defense and Offense skills work in relation to a hero's stats. I read that 1 Attack adds 5% to damage, and 1 Defense reduces damage by 2.5%. So, it seems that on Expert difficulty, these skills provide a bonus equivalent to 6 Attack or 6 Defense (6 x 5 and 6 x 2.5).
Basically, I want to know if they work based on the stats or in some other way?

UTC+03:00, icq 593626431
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Something like this.
There are 4 main parameters that determine the amount of total damage D(sum) that a creature can deal to an opponent:
1. The creature's base damage D(base), expressed in health units deducted per hit;
2. The base damage modifier MD(base), which depends on the comparative characteristic of the creature's Attack and the Defense of its target.
3. The offense modifier M(off), which depends on the presence and level of development of the Offense skill in the hero.
4. The luck modifier M(luck), which manifests if Luck triggers in the current combat round.
The triggering of Morale is not considered, as it is simply an opportunity to repeat a turn in the current combat round, and the total damage calculation in that case is done separately.
All other modifiers, including all possible spells, hero specializations, and creature abilities, only modify one or more of the parameters listed above.

Let's consider these parameters in more detail:
1. Creature base damage.
Each creature has a certain range of damage values [Dmin … Dmax], within which the base damage is randomly selected to calculate the total damage amount. Exceptions are Angels, Archangels, Nagas, Royal Nagas, Peasants, Wizard, and Rust Dragons, for whom Dmin=Dmax. The value is chosen randomly in each combat round.
*If there are 10 or fewer creatures in a stack, the damage is calculated as the sum of N random numbers within the range of one creature's damage, where N is the number of creatures in the stack.
*If there are more than 10 creatures in a stack, the damage is calculated as the sum of 0.1*N*(the sum of 10 random numbers within the range of one creature's damage), where N is the number of creatures in the stack.
Only 2 factors (spells) can influence base damage:
Bless – the creature's base damage becomes equal to Dmax (or Dmax+1 with Advanced/Expert Water Magic).
Curse – the creature's base damage becomes equal to Dmin (or Dmin-1 with Advanced/Expert Fire Magic). However, the damage dealt by a creature cannot be less than 1.

2. Base damage modifier.
If the attacker's Attack and the target's Defense are equal, the base damage modifier is 0. If the attacking creature's Attack (including all artifacts) is greater than the target's Defense, the modifier increases by 5% of the base damage for each unit of difference (the maximum excess allowed in the game is 300%). If the attacking creature's Attack (including all artifacts) is less than the target's Defense, the modifier decreases by 2.5% of the base damage for each unit of difference (maximum reduction - 70%), meaning it ultimately reduces the creature's total damage.

MD(base) = (Attack - Defense) * 0.05 * D(base)
(if Attack > Defense) maximum 300%, i.e., maximum damage occurs when Attack is greater by 60 units.

MD(bas) = (Att-Def) * 0.025 * D(bas)
(if Attack < Defense) maximum 70%, i.e., minimum damage occurs when Defense is greater by 28 units.
From this, it is evident that the base damage modifier can take values in the range [-0.7...3], where one unit is taken as the base damage D(base). Or, in other words, the base damage adjusted by the modifier will ultimately be a value of (0.3...4).

The following spells can influence the base damage modifier:
Bloodlust – adds +3 (+6 with Advanced/Expert Fire Magic) to the creature's melee Attack.
Berserk – adds a single (1.5x - with Advanced Fire Magic; 2x - with Expert) amount of Defense points to the creature's Attack (Defense is reset to zero in the process).
Executioner – adds +8 to Attack against level 7 creatures.
Prayer – adds +2 (+4 with Advanced Water Magic) to the creature's Attack, Defense, and Speed.
Precision – adds +3 (+6 with Advanced Air Magic) to the attacking ranged creature's Attack.
Weakness – reduces the creature's Attack by 3 (6 with Advanced Water Magic) points.
Stone Skin – adds +3 (+6 with Advanced Earth Magic) to the creature's Defense.
Disrupting Ray – reduces the creature's Defense by 3 (4 with Advanced Air Magic; 5 - with Expert) points. This is the only spell listed whose effect lasts until the end of the battle. A feature of this spell is that it can be cast multiple times on one creature, and the effects will stack, meaning a creature's defense can be reduced to zero over several combat rounds. The effect of this spell cannot be removed by Remove Spell. Also, the effect of this spell continues after the death of the stack and its resurrection.
Attention! If a creature is under the effect of Stone Skin and several Disrupting Rays and/or Rust Dragon's Acid Breaths are cast on it in the meantime, then upon expiration of Stone Skin, the creature's defense will become negative. Negative defense points are correctly accounted for in damage calculations, i.e., damage to such a creature will be higher.

Thus, it is important to understand that all the spells mentioned above only affect one of the parameters constituting total damage, namely - the base damage modifier. These 8 influence spells do not affect any other parameters of total damage.
The effect of applying these spells will depend on the significance of the base damage modifier for each specific creature. For example, if the attacker's Attack is greater than the victim's Defense, the Bloodlust spell will increase total damage by 6*5% = 30% (of the base damage value). The effect of this spell for such a creature exactly corresponds to Expert Offense. However, if the attacker's Attack is significantly lower than the victim's defense, the effect of the spell will be twice as weak and will only be 6*2.5% = 15% of the base damage value.
Based on the above, it is easy to trace the advantages and disadvantages of a particular spell in each specific case. For example, for creatures such as Pikeman, Fairy, Harpy or Cerberus, which have a large base damage spread - Expert Bless will be much more effective, as it will increase base damage at least 2 times and this will reflect not only on one, but on all components of the sum, than Bloodlust, which although gives an apparent strength of +6 in attack, will ultimately bring only 30% of the base damage for only one of the four terms.

3. Offense modifier.
The third component of total damage - the offense modifier M(off) depends on the degree of development of the secondary skill Offense (if it is present among the hero's skills) and amounts to 10...30% of the base damage D(base). The base damage modifier is not applied in the calculation of this parameter, i.e., no spells or artifacts will change this component of total damage. It is strictly fixed and determined only by the randomly selected base damage in each combat round.
Special attention should be paid to heroes who have an Offense specialization (Crag Hack and Gundula). These heroes have a bonus that increases the offense modifier (and only it) by 5% for each level of experience reached:

M(off) = 0.3 * (1 + 0.05*Level) * D(base)
Specified for Expert level of the Offense skill.

It should be noted that these percentages are relative, not absolute, i.e., a level 10 Offense specialist with Expert Offense (bonus +30% base damage) will ultimately have M(off) = 30 * (1 + 0.05*10 level) = 45%, and not 30+5*10 = 80%, as is sometimes mistakenly calculated.
Since an Offense specialist initially has the base Offense skill, their bonus at the start is M(off) = 10 * (1 + 0.05*1 level) = 10.5% of base damage. The maximum achievable level in the game is 108, which will allow a specialist in this case to have a bonus M(off) = 30 * (1 + 0.05 * 108 level) = 192% of base damage.
The Offense modifier is not used in the calculation of damage dealt by ranged units at a distance. For ranged units, there is an analogue to the secondary skill Offense - the same-working secondary skill Archery. In melee combat, Offense for ranged units works as intended, but if the ranged unit has a melee penalty, the bonus from Offense is reduced by 50%, i.e., M(off) for ranged units will be 0.15*D(base) - at Expert level. Note: All artifacts that increase the effectiveness of the Archery skill (bow, string and arrows) work only if it is present.

4. Luck modifier.
If luck triggers during a hit (when the attacker's Attack is greater than the target's Defense), the creature deals additional damage equal to the base damage D(base) determined for this combat round. Obviously, if, for example, the Bless spell is cast on the creature, the luck damage will be equal to Dmax or Dmax+1.
However, additional damage from luck cannot exceed the final damage; therefore, when the attacker's Attack is less than the target's Defense, the creature deals additional damage equal to the final damage, i.e., effectively the damage is doubled.
When calculating damage from a creature that can attack several enemy stacks at once, luck is applied only to the creature that has the highest priority (see section 1.3). Others receive standard damage without considering the luck modifier.

M(luck) = D(base)

5. Total damage modifiers.
5.1. Spells

It is necessary to separately mention the 3 remaining spells that modify the total damage dealt to a creature:
Shield – reduces by 15% (30% with Advanced Earth Magic) the total damage dealt to a creature in melee combat.
Air Shield – reduces by 25% (50% with Advanced Air Magic) the total damage dealt to a creature from ranged attacks.
Forgetfulness - reduces the total damage dealt by the specified enemy ranged stack by 50% with Basic Water Magic; with Advanced and Expert, all enemy ranged creatures lose the ability to shoot until the spell expires. The creature's ability to attack in melee is preserved.

This is interesting! The first of these three spells is often compared to the Stone Skin spell, and probably every player has asked themselves which of these two spells is more effective. Well, if there is a choice between Stone Skin and Shield, Shield will be more effective because Stone Skin reduces only the attacker's base damage modifier by 15-30% (one of the components of total damage). At the same time, Shield removes 15-30% from the value of the entire total damage (which is more effective).

Attention! The effect of the second of these three spells is essentially similar to the first, but there is one significant bug that must be taken into account when using Air Shield – if this spell is cast on a creature, it receives double damage from Shooting Towers during a city siege instead of half damage. This can significantly complicate the capture process if you are unaware of this nuance.

5.2. Secondary skill Armor.

Armor possessed by the hero being attacked affects specifically the total damage dealt to their creatures and reduces it by 5...15% depending on the level of development of this skill. To calculate the defense modifier M(def) for specialists in the secondary skill Armor (Mephala, Nil, Tazar), we apply the same calculation mechanism as for Offense specialists - for each level of experience reached, the secondary skill bonus increases by 5% (relative):
M(def) = 0.15 * (1+0.05*Level)
Specified for Expert level of the Armor skill.

Also, I think it should not be disputed that Expert Armor in most cases will reflect more damage than an attacker's Expert Offense would bring, even considering that in relative terms (15% vs 30% for Offense) it looks less impressive. It is applied in the calculation last and complements the effect of the Shield or Air Shield spell.

In total, total damage will be calculated as the sum of the specified parameters, adjusted by the defense modifier (the action of spells is not reflected in the formula, but is implied):
D(sum) = [D(base) + MD(base) + M(off) + M(luck)] * [1 - M(def)]
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Here's a question: with expert water magic in a battle for a Castle, if my archers go first, and I cast Clone on them and then use Water Blast, will the clone go next?
And my second question: do skill bonuses and artifacts that grant resistance work on the clone?

UTC+03:00, icq 593626431
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1. Yes. 2. No. I think so.
In reply to skd
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skd
If I create a clone of them and commit, will the clone go next?
If there is no one faster than the Archmage at the time of casting (or they haven't used the "wait" action), the clone will go next. Otherwise, if the clone's speed somehow becomes higher, the enemy unit that was waiting will go.
672466033
Миха#7845
Ландау лев https://www.youtube.com/watch?v=PNj_9EQxDoI&t=1174s

Тут делимся книгами /topic/at/1139927/
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Please explain how this rule works: Comments on 2.13. Bugs. The use of bugs considered to be "features" of the game is allowed: - weakening unupgraded neutral armies through repeated defeats.

UTC+03:00, icq 593626431
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skd
Here's a question: with Expert Water Magic, during a battle for a castle, if my Archons go first, and I cast Clone on them and then use Wait, will the Clone go next?
And my second question: do skills and artifacts that grant resistance work on the Clone?
If the opponent has a creature with the same speed, then after the Wait action, the opponent will go. All resistance skills and artifacts work on the Clone. It would be strange if they didn't. Just make sure that after casting (for example, Armageddon), the original survives, because if the original dies, the Clone will disappear.

Added 4 minutes later
skd
Please explain this rule point and how it works:
Comments on 2.13. Bugs.
The use of bugs considered "features" of the game is allowed:
- weakening unupgraded neutral armies through repeated defeats;
If you attack 70 Cyclops with an upgraded stack (7 stacks of 10), and then lose or retreat, the unit will decrease by the size of the upgraded stack, i.e., there will be 60 of them. Repeat. Profit! This is the so-called multi-defeat bug. It seems to have been fixed in HD+, but I might be wrong. You can use this bug in online games.
In reply to Dirty_Player
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Question for all Heroes gurus. I was playing with a friend on two computers via a direct connection. The computer that was the server is now unavailable. The game was long and interesting. Now I'm wondering if we can continue. In this type of game, are saves stored only on the server or on both computers? Please advise.
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You don't need to be an expert for this. Just go to the "load game" menu and see what's there. For example, there's autosave.
If you were playing with the ND mod, then, accordingly, if the EveryDaySaver = 1 option is enabled, saves will be saved. If it is not enabled, they will not be saved. And it doesn't matter who creates them.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
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Autosave mode was enabled. The question is, when playing in direct connection mode via cable, are autosaves saved only on the server or on both computers?
In reply to Kos777
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Kos777

The question is, when playing through a direct connection via cable, are autosaves saved only on the server or on both computers?

I'll answer your question again.
it doesn't matter who creates
the direct connection, whether it's a poor connection, or even a single-player game.
Saves are naturally stored with the person who has them enabled.
The main thing is that the parameter EveryDaySaver = 1 is set. Whoever has it enabled will have automatic saves.

Therefore,
Kos777
Autosave mode was enabled.
it's impossible for that to be the case.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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Question: how is the wall damage of Luna calculated in general and in the following scenario:
Game situation: Luna with Spell Power 12, Expert Fire Magic. The wall deals 170 damage + the description of Luna's specialty states that wall damage is increased by 100% (i.e., it will be 340) + the description of the skill on Heroes Portal states: "Damage to 'two-hex' units is doubled" (so, as I understand it, the damage will be 680 from one wall). I attack a Griffin Conservatory stack of 3, the Griffin stack's HP is 30x25=750, I place 2 walls around a single unit, the Griffin stack flies in and stands on 2 fire tiles, but it only takes 680 damage, and 3 Griffins remain in the stack. I expected the damage to be 680x2.
Question: which parameter is not taken into account when calculating the damage in this case?

UTC+03:00, icq 593626431

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