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Posts from Late-game Town Enhancement.

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In reply to Vadimh
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10 years ago
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Vadimh, thank you very much. From now on, I won't even bother trying to beat those meat-based builds, and I won't waste time trying to level up!
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10 years ago
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The combined power of elemental spells and a set of runes provides excellent additional damage. Therefore, Warlocks can be quite effective in the late game. Yes, Chaos magic isn't as dominant as it used to be, but it can still provide helpful support skills: reducing defense with Fire Lord or using Freezing Wind to allow you to deal almost twice as much damage to a stack.
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10 years ago
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Yeah, I get it, but the Orcs, with their muffled sounds and blood effects, just ruined my love for the Chaos faction(((
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10 years ago
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Could you please tell me where the balance lies for the Elves if the map is huge, and the time until a confrontation is 5-6 months against Orcs, Dwarves, Humans, or Inferno? It seems like there's nothing you can do.
In reply to Teodor
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10 years ago
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Teodor
Could you please tell me where the balance lies for the Elves if the map is huge, and the time until the encounter is 5-6 months against Orcs, Dwarves, Humans, and Inferno? It seems like nothing can be done.
If you upgrade the Archmage and assemble a set for the Warlock, they can still deal significant damage with spells in the late game. I managed to defeat 53 Lava Dragons, which had air resistance, with an enhanced Shock Earth spell and Luck, and this was without the Emerald Boots. If Chaos isn't working, you can try using summons or Darkness.
In reply to Magistar
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10 years ago
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Magistar
If you level up Spell Power and equip a set for a Warlock, they can still deal significant damage with spells in the late game. I managed to defeat 53 Lava Dragons, which were resistant to Earth, with an enhanced Shock Earth spell that had a Luck bonus, and this was without Emerald Boots. If Chaos isn't working, you can try using summons or Darkness spells.
But what if you're up against an Orc, with Chaos Resistance naturally leveled up?
In reply to Teodor
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10 years ago
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Teodor
Could you please tell me where the balance lies for the Tribes of the East if the map is huge, and the meeting time is 5-6 months against Orcs, Dwarves, Humans, and Inferno? It seems like nothing can be done.
For the Tribes of the East, the entire strategy should be focused on meeting as early as possible.
The opponent will likely prepare against the Tribes of the East and reduce the damage from spells.
Against Orcs, the only option is to use Darkness and look for subordinates, Berserkers, etc., so that they kill each other.

Well, and you might have to resort to a not-so-nice trick:
Create a group of heroes with high Chaos and Dexterity skills (mentoring will help) and attack them before the main hero's battle.
In reply to Dyrman
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10 years ago
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Dyrman
For the Dungeon faction, the entire strategy should be focused on engaging the enemy as early as possible.
The opponent will likely prepare against the Dungeon and reduce the damage from spells.
Against Orcs, the only options are Darkness and searching for minions like Berserkers, etc., so they kill each other.

Well, and you might have to resort to a not-so-pleasant tactic:
Create a group of heroes with high Chaos and Agile skills (mentoring will help) and attack them before the main hero's battle.

Well, if we were to take the highest-tier Darkness skill, we would only have Berserkers left, and it would take so much effort to learn Eagle Eye for the Witches.
Hit and run, it's really humiliating(((
In reply to Teodor
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10 years ago
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Teodor
Well, if we're talking about the highest tier, we'll only have Berserker, and we'll have to endure so much just to learn Eagle Eye from the Witches.
Hit and run, it's really humiliating(((
In the late game, it might be:
- Utopia and similar;
- Human Castle or Necropolis, sometimes Mages;
- Spell shop;
- Artifacts with spells;
- Eagle Eye.

Humiliating or not, but how else, if the late game is already drawn out.
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10 years ago
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Well, basically if we take higher darkness, we'll be left with only the berserker, and that' same after so much trouble learning eagle for the witches.
Play the late game on large maps with plenty of secondary towns of different races. Build your guild + Dragon Utopia in them. And let the enemy rack their brain over which magic you'll arrive with — Light, Darkness, or Chaos. For an Orc, this is just clay.
hit and run, well it's really humiliating(((
A war of attrition knows no such word. However, hit and runs are countered by anti-runner heroes

But let's return to Chaos and the option mentioned above: rune set + Elemental Fury. With 2 castles and expert racial skill, this is +200 damage to almost all your spells (since you can choose who and what to cast on) and +200% to all your troops with a probability of from 25%. To me, that's cooler than the Elf Avenger.

1. Choose Sinitar or Erin
2. Level up Elemental Fury (the most useful skill build СА among all races, imho)
3. Level up Education with Attraction and perks for stats. Level up Attack with Speed Magic and Cold Steel (there is an option with Defense, but that's more of an alternative and only for Sinitar)
4. Collect the rune set
5. Collect the knight set
6. Other artifacts as available; luck must be brought up to 5.

If you get lucky rolls for morale (for hero promotion), luck, and elements, there's a chance to take down absolutely anyone. The situation certainly doesn't look hopeless, rather artifact- and RNG-dependent :-)
In battle, the following nuances should be remembered:
1. Elemental damage is twice the base. This means simply spamming Shock is not an optimal option. The spell and target should be chosen carefully. As well as targets for unit attacks.
2. Additional spell effects like reducing Defense or increasing same damage received will often be more important than direct damage.
3. Each cast with elemental damage on a stack changes its element. Sometimes it makes sense to hit a crowd with Meteor Shower if they have inconvenient elements.
4. Mass Haste at the very beginning of the battle will later provide the opportunity to cast more frequently.
4*. When playing against an orc, it is important to remember that different spells are weakened differently by the dampener; for example, Chain becomes equal to Shock in damage even only for the first stack.
5*. Against an orc, it's important to successfully swarm the cyclopes. Stopping Cold and Fire Lord greatly ease this task.
10 years ago
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The element changes only when the bonus damage from it is triggered, including during creature attacks. If you use the "Rain" spell on fire, water, or earth, their elements will not change. In attack, instead of cold, it's much better to use tactics, because otherwise, the entire Orc army will be able to reach you from the first turn, and you won't have anything to fight with. You should only focus on attacking Cyclops if they have a tactic that involves a large number of stacks of leaders, followed by reinforcements; otherwise, there are more dangerous stacks. In general, Erin works very well with the slowing cold effect.
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10 years ago
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The element only changes when the bonus damage from it triggers, including during creature attacks. If you "water" fire, water, or earth, their elements will not change.
Who's arguing? I guess I didn't explain myself clearly (I assumed that the spell that deals elemental damage is always cast, and therefore changes the elements) and didn't fully convey the idea. Thanks for correcting me! The suggestion was to remember that sometimes it's more beneficial to use an area-of-effect spell, hitting several stacks with elemental damage instead of just one (if possible), but specifically with the prospect of changing the enemy stack's element before the stack's turn. Maybe it will work, and the units will have the desired element.
In attack, tactics are much better than cold, because otherwise the entire orc army will be able to reach you on the first turn, the entire army, and there will be nothing to fight with.
We're talking about all races, not just orcs. And in general, cold is definitely not worse, because tactics are not critical against undead or dwarves; elves and demons will reach you even without tactics.
As for orcs, who will reach you in 1 turn? Executioners and wyverns, but cyclops are usually not taken. For the rest to reach, you need to take Aura of Swiftness, put on boots, and pray for smooth terrain, in addition to tactics. However, if you're expecting that kind of orc, then tactics are indeed needed.
You should only focus on cyclops if there are a lot of stacks of leaders with tactics, and then you can bring them in, but there are more dangerous stacks.
In the late game, does the orc have more dangerous stacks than cyclops? No, I haven't heard of any.

Erin works very well with slowing cold.
You're right. If you calculate that you have enough mana, Erin is an excellent choice in the late game. The main thing is that the witches survive at least a couple of rounds.
In reply to Fireball
10 years ago
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Fireball


We're talking about all races, not just Orcs. And in general, cold is definitely not worse, because against Necropolises or Dwarves, tactics aren't critical, and Elves and Demons will reach their destination even without tactics.
As for Orcs, who can reach the enemy in one turn? Executioners and Wyverns, but Ogres are usually not taken. For the rest to reach, besides tactics, you need to take the Aura of Speed, put on boots, and pray for smooth terrain. However, if you're waiting for exactly that kind of Orc, then tactics are indeed needed.
There's also a battle cry on the Offensive Unit skill. With a base speed of 5, you can add another 4 (tactics, Aura of Speed, blue boots, battle cry on the Offensive Unit skill), which effectively gives you 9 on the first turn, so if there aren't too many obstacles, everyone will reach the last row.
Fireball
In the late game, are Orcs' stacks more dangerous than Cyclops'? No, I haven't heard that.
You really need a lot of Cyclops, for example, from the Dragon set; otherwise, some Kents and Goblins with claws can deal much more damage. At the same time, you have to keep the free Cyclops away from your army, and if the enemy attacks other stacks, it's scary to approach and defend them with Cyclops, because they can easily be lured into a counterattack on themselves. So, if it's not a tactic based on Cyclops with a bunch of stacks of leaders on speed boosts, then there's no need to focus on them.
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10 years ago
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There's also the war cry ability on the Outcast unit. With a base speed of 5, it can add another 4 (tactics, speed aura, blue boots, war cry on the Outcast unit), effectively giving it 9 on the first turn. So, if there aren't too many obstacles, everyone will reach the last row.
And how often does an Orc take the Outcast unit? Especially in the late game, when units from Darkness or Chaos might arrive? And can you always find a specific war cry in one or two of your native castles? I would estimate the probability of this combination to be no more than 10%, because you need to get lucky with the war cry and have to give up something really useful. Therefore, it's easier to ignore this option, especially since taking tactics for the Town Guard doesn't guarantee 100% success. And that's why, in general, I consider the hero's turn AFTER the units' turn.
If you're actually expecting this specific scenario from a familiar opponent, it means that without the gnome's boots, Darkness with Slow becomes more appealing than Chaos. The upgrades will be completely different, as will the artifacts.
You really need a lot of Cyclops, for example, from the dragon set; otherwise, some kents and goblins with claws can contribute much more.
Let's look at the damage numbers. Consider the damage increases (yes, you can buy goblins from heroes, get them as perks, but upgrades have a greater effect on Cyclops) with Battle Fury and claws:
for goblins = 25 * 3.5 = 87.5 (for kents, due to the range penalty, it's even less)
for Cyclops = 1 * 52 * 2.4 (approximately) = 127.2. And this is regularly against a group of enemies and without retaliation.

And what about the stack's survivability? Again, for shamans, even at level 1 of Wrath?
for goblins = 25 * 7 = 175 (225 with Resistance, which often simply doesn't fit into the upgrade path, or with a ring)
for Cyclops = 225 * 2.3 (approximately) = 517.5
The math shows that the stack power will only equalize at a ratio of 100:1. That's quite exotic.
In reply to Fireball
10 years ago
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Fireball
And how often does an Orc take the Outpost? Especially in the late game, when either Darkness or Chaos might show up? And can you always find a specific creature in one or two of your own castles? I would estimate the chance of such a combination to be no more than 10%, because you need to get lucky with the creature and you'll have to give up something really useful. Therefore, it's easier to just forget about this option, especially since taking the Tactics skill for the Orc doesn't guarantee a 100% success rate. And that's why, in general, I consider the hero's turn AFTER the units' turn.
If you're actually expecting this kind of setup from a familiar opponent, it means that without the Gnome Boots and with Darkness and Slow, Chaos becomes more appealing. The upgrades will be completely different, as will the artifacts.
Loga is useful in the late game anyway; without her, clearing the map will be much slower, and taking an Outpost won't be a problem. You just lose the Path of War, but that's not so terrible. A creature with a 50% chance of appearing from one castle is not uncommon. Out of the four speed boosts (speed aura, boots, combat, tactics), you need three for stacks with a speed of 5 to reach the enemy's large units, as you yourself noted. But the creature isn't always available, the boots can be more interesting, and without tactics, they might not reach the enemy. Also, there's a lower chance that the Orc will reach smaller stacks, and the Orc can one-shot an entire stack.
Fireball
Let's look at the damage from the upgrades (yes, you can buy goblins from heroes and get them as perks, but upgrades have a greater effect on Cyclops) with Bloodlust and Claw.
for goblins = 25 * 3.5 = 87.5 (for Centaurs, due to the range penalty, it's even less)
for Cyclops = 1 * 52 * 2.4 (approximately) = 127.2. And this is regularly against a group of enemies and without retaliation.

And what about the stack's survivability? Again, for Shamans, even at level 1 of Fury?
for goblins = 25 * 7 = 175 (225 with Resistance, which often simply doesn't fit into the upgrade path, or with a ring)
for Cyclops = 225 * 2.3 (approximately) = 517.5
The math shows that the stacks' power will only equalize with a ratio of 100:1. That's quite exotic.
You've come to an interesting conclusion. Cyclops are twice as tough as goblins and hit 1.5 times harder. It turns out that the damage/survivability ratio is higher for goblins, according to your calculations. Also, Centaurs don't necessarily have to shoot with a longbow; a hoof attack will be much more effective.

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