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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 Strategy: Playing Academy Faction
Thread: Heroes 5 Strategy: Playing Academy Faction This thread is 36 pages long: 1 10 20 ... 23 24 25 26 27 ... 30 36 · «PREV / NEXT»
razor5
razor5


Famous Hero
Freezing...
posted May 17, 2009 09:29 AM

Why not using Summoning? I mean only if you wanna finish Haggash faster.I think a little analysis is good:

Summoning is the most complicated magic school.Depends on the faction you fight -> sometimes is the best,sometimes the worst.I mean if me (Expert Light Magic) against another hero (Expert Dark Magic) will be called a great battle:blesses vs curses.My faction (Haven or Sylvan) and rival faction (Necro or Inferno) will mean a boring duel.Why? Because is a chance to counter each spell against each other but they can be dispelled easy,destroying all the beauty of the battle.

However,probably with Summoning will be more exciting,because it can be countered and dispelled by more spells.Level 5 spells (I mean summoning) sound good.Summoning a Phoenix that can rush an enemy army or the Elementals (depending on which will be summoned).Blade Barriers are usefull to block the other to kill your shooters.Arcane Crystal has the same damage like the fireball,and is good for defending shooters

Ok,but this was an Academy thread,so talking about Academy - the best spell-using faction will be the best for attack to use Dark and Summoning and Light for stat boosting of their creatures.Ok,the best summoning hero is Zehir,but also a campaing one

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Anakrom
Anakrom


Known Hero
(Scroll) Out of the blue
posted May 17, 2009 02:28 PM

In case you mention Light versus Dark, you are right. Point was, that Stronghold doesnīt have Light magic, so it canīt counter Dark Magic effectively.

There isnīt something like "better" magic school for Academy in fact. When you rush, you usually pick Destructive + WM + Summoning. For longer games it depends whether you are against strong melee (Dark Magic) or caster faction (Light Magic). Summoning ensures good creeping (Phoenix, Fire Trap, Crystal, Wasp Swarm) = chance to get artifacts/resources/levels faster, and some spells to cripple your opponentīs main army (Blade Barrier, Phoenix, Arcane Armor + Light). I wouldnīt say that it is most complicated, it is rather situation-dependent. Arcane Crystal is imo better to block enemy shooters rather than defending yours, since it blocks them too (and damages, depends on terrain really, you just canīt put it next to them). Greatest asset of Academy main magic schools is, that they are suited for longer games - artifacts on creatures somehow allows you to keep up with enemy army, Light offers counters like Magical Immunity (+ Cleansing from Mages) and boosts, while Summoning can buy you time (Phoenix, Blade Barrier, Armor). But probably best for late game are its perks - Stormwind + Fog Veil can buy you some time against stronger enemy (like Haven, 4 creatures crippled).

And Zehir doesnīt count.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 17, 2009 03:10 PM

Quote:
My faction (Haven or Sylvan) and rival faction (Necro or Inferno) will mean a boring duel.Why? Because is a chance to counter each spell against each other but they can be dispelled easy,destroying all the beauty of the battle.

Wrong. You don't just cast what you want but more importantly what you think your opponent is least likely to have a counter for. For instance master of wrath is the most common of masteries because you can figure out if you want it by building a mage guild 1 and because it has two of the best mass light spells. So starting with haste or RM with your key units acting after enemy hero is plain bad planning - unless one of those units can be hasted to act first.

Master of endurance is harder to plan because you need mage guild 2 and 3, however there is no clear counter. If you start with mass endurance you only have to fear mass cleansing, at worst he'll get control of your unit but you'll lessen the impact because you will have extra defense. Mass vulnerability is not a good way to start the combat so it's out of the picture.

Master of blessings is good but not as much as wrath. Cleansing is rare(as much as endurance for that matter) and costly on top of that(20 mana for mass), most of the time you can only affect divine strength so you will usually prioritize getting mass haste/RM possibly with stormwind and/or refined mana. It's easier to anticipate a mass slow than mass weakness and master of mind features the best mass curses. Of course master of blessings is VERY important vs dark casters but that's up to cleansing popping up or not.

The beauty is making sure your blessings/curses stay on, at least till you get your opponent where you want him. Then there's the matter of mana, how long will the opponent be able to counter your actions? And what position will he be in by the time his mana is over?
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Anakrom
Anakrom


Known Hero
(Scroll) Out of the blue
posted May 17, 2009 03:33 PM

Quote:
Of course master of blessings is VERY important vs dark casters but that's up to cleansing popping up or not.

Just to add, Arcane Intuition can solve Cleansing/Righteous Might problem via Mages/Archmages (or possibly Scholar + Galib). Haste can be problem though (only way is another town, shrine, Scholar + Razzak or Arcane Intuition + Shamans, really depends on luck).

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razor5
razor5


Famous Hero
Freezing...
posted May 17, 2009 06:06 PM

@Elvin: Counter for? How's that? Yes,if you meant bless&curse countering each other that's true.For the Master of Wrath I agree,it's great to have it for 2 mass good bless spells IMO.
Cleansing deserves to run for it to get it faster,of course for curse dispelling
About the Master of Blessing I have to disagree with something.Ofcourse,the mass bless spells seem the best to start (I think I say this the fifth time),making you a good defense against the curses,but also useless some times blesses boost some stats and curses lower other stats

@Anakrom: Destructive+Summoning for orcs is a good choice against the orcs (for Haven it means total destruction,if your hero is the first) but Summoning still complicated.Not just because some spells are under-over powered,but it's hard to choose those spells (i.e Arcane Crystal is hard to choose his place,defending your shooters or blocking  enemy ones)
On thing is 100% sure for this magic school - Is the best in the late game

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Anakrom
Anakrom


Known Hero
(Scroll) Out of the blue
posted May 17, 2009 06:27 PM

Quote:
@Anakrom: Destructive+Summoning for orcs is a good choice against the orcs (for Haven it means total destruction,if your hero is the first) but Summoning still complicated.

Iīm sorry, but I fail to understand that sentence.

Truth is, that Summoning requires some training to get used to it (like placing Blades to correct place + decoy Gargoyle to slow down killer creeps, decoy + Fire Traps, Phantom Forces on right creature in right moment and such) - it is more difficult to use than Destructive Magic for example. I wouldnīt say that it is most effective in lategame - Phoenix is best in rush, Crystal is best when it deals even some nice damage (this applies in some way even for Swarm/Hive, Firetraps... I would say Summoning is most effective on the break of early/mid game - at that time with Expert mastery you should be able to dish out maximum power. Important thing is, it doesnīt get weaker as game continues (unlike Destructive).
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veco
veco


Legendary Hero
who am I?
posted May 17, 2009 06:37 PM

Dark spells can be resisted and if you're unlucky with resisting a crucial Puppet/Frenzy it's a wasted hero turn.
Light Magic is more reliable and keep in mind that Mass Endurance can be dispelled only by Cleansing (or stolen with runes), Vulnerability won't dispell it so I consider it one of the best ways to start a game. +12 Defense ensures more time for you to cast, rather than Righteous Might (and a welcomed Frenzy in that case)

As for summoning - I'd never 'defend' my shooters with a Crystal, that's like posting a sign "shoot here, quick!". You're better off casting MotW on Titans/Rakshasas followed by Arcane Armour and Phantom Forces. And after that a double Hive, with Wizard's huge mana pool it shouldn't be a big problem. Depends on situation of course.

Light and Summoning is always safer to use with MotW rather than Dark/Destructive
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razor5
razor5


Famous Hero
Freezing...
posted May 17, 2009 06:43 PM

@Anakrom: I mean using Summoning with Destructive is good against orcs and it's the best for using it (Summoning and Destructive) against Haven because you will surely win that battle

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veco
veco


Legendary Hero
who am I?
posted May 17, 2009 06:52 PM

Quote:
@Anakrom: I mean using Summoning with Destructive is good against orcs and it's the best for using it (Summoning and Destructive) against Haven because you will surely win that battle


My experience on Duel Maps tells me the exact opposite.
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Anakrom
Anakrom


Known Hero
(Scroll) Out of the blue
posted May 17, 2009 07:33 PM

My experience with multiplayer tells me the same, Veco. Against Haven I would try go Light (Stormwind + Suppress Light) and maybe Summoning (just to make creeping/obtaining artifacts faster and possibility of blocking Marksmen/Palas) + rush on his territory asap and steal as much resources as I could. Against Stronghold Dark all the way, plus maybe Light.

Razor, Destructive is not worth against Haven and Stronghold, unless you rush like crazy on small map(and unless you Hit nī Run) - you wonīt blast those trained Palas to pieces even with MotW Implosion (not counting that Crossbowman, Gryphons and Angels are threat too). Versus Stronghold its hazard - Rage reduces damage, they have more than one killer stack (all in fact ) and in case they choose Shatter you are pretty much dead.
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darmo
darmo


Known Hero
True Gentleman
posted May 22, 2009 11:49 AM

About Academy, I ask you all: What kind of mini arties do you choose for each creature?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 22, 2009 12:56 PM

Pretty easy, just think of which opponent you face and which artifacts you have. Typically initiative and defense is what pays off most of the time since most factions want to charge you, protection against destructive casters etc. Of course if you get ring of speed or archer's dream init/attack can be pretty sweet. Regardless your resources are limited so you'll rarely have the option to worry about the ideal combinations.
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Darmo
Darmo


Known Hero
True Gentleman
posted May 25, 2009 04:52 AM

@Elvin
So what's better for Genie? Defense or HP?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 25, 2009 08:51 AM
Edited by Elvin at 09:29, 25 May 2009.

This is a matter of maths I believe. For instance with 20 knowledge you get 6 def or 5 hp. Normally any faction has higher attack than academy's defense so with the defense artie on they would receive 5x6 = 30% less damage. With +5 hp they would instead get 12.5% extra hp which I consider weaker of course, except in the case of destructive..

However hp on gremlins effectively doubles their hp, that beats 6 def any time of the day. On gargoyles it would be an 25% hp boost so slightly weaker than defense. Except if opponent has less attack than your defense but these are minor details.

But we are always talking about knowledge 20, not in general. You can check the manual for their values according to knowledge. Rule of the thumb is that hp is better for low tier units and defense for the stronger ones.

Edit: Did some tests with Pitsu's formula and it seems that if defense is higher than attack by:

1 then there's 5% reduction.
5 then there is 16% reduction.
10 then it's 30% reduction.
15 then 40% reduction.

Of course since the bonus is linear while attack is higher(5% x attack - defense) then extra defense results in a higher reduction than the above example. So if inferno has 30 att against your 10 def then he deals 5x20=100% extra damage while a +5 def artie would make that 5x15=75%.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted May 25, 2009 01:14 PM
Edited by Lexxan at 13:15, 25 May 2009.

Arteficier

I've made a long post about Arteficier some time ago. It wasn't really noticable as the thread I posted it in died before I could re-read it. So... here it is and I hope it will help.



Mini-Arties are Vital for Almost Every Academy unit to survive. To create major artefacts, you have to keep you knowledge as high as possible. Knowledge increasing arties, like the Crown of Sar-Issus wouldn't go astray. Note that the Artefacts are upgraded untill your Knowledge reaches 60. If you knowledge is higher, to won't boost your mini-arties

Cost
Basically it's 5 per resource for the First Trait, then 10 per resource for the Second one and 15 per resource for the Second one. Plan if you are low on a particular resource: If you have 5 Sulphur, 15 Wood and  10 Mercury, you can better pick Armour Crush as your first trait and Speed as you second. Why? Because if you switch them, you can't afford them, as the Costs is 15 Ore, 10 Sulphur and 5 Mercury, something you can't afford.

Here is a Screen to illustrate this

The First trait costs 5 of the Required resources, the Second 10, the third 15

Switching traits can be handy...

Possible Effects
Armour Crush: Permanently Lowers the Defence of the Enemy.
Attack: Increases the Wearer's Attack
Defence: Increases the Wearer's Defence
Haste: Increases the Wearer's Initiative
Health: Increases the Wearer's Hit Points
Luck:  Increases the Wearer's Luck
Morale: Increases the Wearer's Morale
Protection: Makes the Wearer partially Magic Proof
Speed: Increases the Wearer's Speed

Armour Crush
Armour Crush lowers the Defence of the Target permanently, making it a free Vulnerability. This can be interesting when fighting against slow opponents with High Defence (Like Fortress, Haven or Academy), weakening them and making them more susceptible to attack. Armour Crush is buffed Slowly. Basically the Defence is lowered by 1 + 1 Extra per every 15 Knowledge, starting at Knowledge 15.

This is:
Know = 1 => - 1 To enemy Defence per hit
Know = 15 => - 2 To enemy Defence per hit
Know = 30=> - 3 To enemy Defence per hit
Know = 45 => - 4 To enemy Defence per hit
Know = 60 => - 5 To enemy Defence per hit

You might think that's kinda harsh, but in fact it would be grossly overpowered otherwise. One thing the Manual didn't speak of was whether it is Cumulative or not.

I used Elvin's Duel Map to test this:


I gave the Master Gremlins and Steel Golems Armour Crush (since Razzak’s Knowledge is 9, it gives a -1 Penalty to enemy Defence)



I let them Shoot the Nightmares, who foolishly stood in my way. As you can see, their defence has Decreased by One. The Gremlins shoot them again;


In the end the Nightmares Defence had dropped from 18 to 16, a -2 Reduction. Though the Manual never speaks of this, We can conclude that Armour Crush is Cumulative, Whatsoever the circumstances.

I suggest you Equip Armour Crush to the faster units, who can easily attack opponents, Gremlins, Djinns and Rakshasas benefit the most from this trait. Note that neither the Rakshasa Ktsarra's Whirlwind attack, nor the Mage's Line Shot Crush the Armor of all enemies it hits. It ONLY affects the Directly targeted Creature.

Armor Crush requires Ore and Sulphur

Attack: Self-explanatory, this traits raises the Wearer's attack, making it a non-magical and Permanent Righteous Might. I myself don't consider this trait very necessary, but as the Wizard's Defence is horrifying, it's not obsolete at all. Great paring with Battle Frenzy.

Basically the increasement in attack is 1 + 1 per 4 Knowledge, starting at Knowledge 4.

This means:
Know = 1 => + 1 Attack
Know = 4 => + 2 Attack
Know = 8 => + 3 Attack
Know = 12 => + 4 Attack
Know = 15 => + 5 Attack
....
Know = 60 => + 16 Attack

I suggest you give this to Creatures with Natural High Damage, but Weak-to-Mediocre Attack (Djinns, Rakshasas). Also good For units with High initiative, like Gremlins. But Never, ever give this to Gargoyles. Why bother, If there is not Damage to boost?

Attack costs Wood and Gems

Defence: Self-explanatory, this Trait gives additional Defence to a Target it can be seen as an additional Endurance, cumulative with the Spell .Again, I personally prefer other Traits, but as the Wizard's Defence is Abysmal, an extra boost is always welcome. Great with Vitality, and a Must vs Low-defence opponents (Inferno, Dungeon, Academy!!!)

The Formula is the same as the one with Attack: 1 + 1 per 4 Knowledge, starting at Knowledge 4

This gives the Same Evolution:
Know = 1 => + 1 Defence
Know = 4 => + 2 Defence
Know = 8 => + 3 Defence
Know = 12 => + 4 Defence
Know = 15 => + 5 Defence
....
Know = 60 => + 16 Defence

I suggest you give those to Units with Weak Hit points (Djinns) or units that will have to endure a lot of attacks (Gremlins, Magi). Also good with Low-initiative troops, like Golems and Rakshasas. Excellent vs Low-attack opponents.

Defence costs Wood and Crystal

Haste: Increases the Initiative of the wearer. Basically it's an additional Haste Spell (it cumulative with haste). One of the more powerful Traits, though Haste, if Available is better overall...

The Formula for Haste is: Knowledge = Initiative Bonus, Capped at Fifty.

That's easy. If your knowledge is 1, you have a +1% bonus, if your knowledge is 50, you have 50%, if your knowledge is 354, it's 50%.

Basically, the Light Magic Spell Haste is better than the Mini-artefact. However, it increases initiative Permanent and it work from the start of Combat. In addition, your Hero won't have to bother with Hastening your unit and can use is time to Conjure a Phoenix. Initiative Bonuses are Cumulative though and Combined with Djinns and Titans, it's plain overkill.

I mainly use Haste for units with Interesting Specials, like Djinns, Marble Gargoyles, Magnetic Golems, Rakshasa Ktsarras, Gremlins and Magi.

Haste costs Sulphur and Mercury

Health / At hit point Increasement which is only very effective in Large armies of Units with low hit points. Nevertheless, it can be useful if you are able get you knowledge high enough

The Health Formula is the following: 1 + 1 Per every 5 Knowledge, starting at Knowledge 5  

This gives the following boosts:

Know = 1 => + 1 Hit point to the wearer
Know = 5 => + 2 Hit point to the wearer
Know = 10 => + 3 Hit point to the wearer
Know = 15 => + 4 Hit point to the wearer
Know = 20 => + 5 Hit point to the wearer
...
Know = 60 => +13 Hit point to the wearer

As soon as you Knowledge passes 10 (which won't be long for the Wizard) the Health Effect will be larger than Vitality. The Wizards Knowledge can easily rise to 40 ( 9 Hit points) in longer games, and may even hit 60 (with the maximal bonus of 13!!!! Hit points) in Campaigns.


Of course this Is very interesting for Gremlins, who will last considerably longer than usual. Magi also benefit Greatly from the Hit point boost, and Magnetic Golems are good candidates for these as well. Don’t bother with Djinns, Rashshasas or Titans, the Bonus of 10 usually doesn't make a difference for them, except in vey large numbers. Synergetic with the Defence Skill.

Health costs Wood and Gems


Luck: Increases Luck of the Wearer. If you imbue you arties with Luck, you have a decisively less hard battle.

The Luck Modifier is 1 + 1 per 10 Knowledge, starting at level 10

this means you get +1 for 1, + 2 for 10, + 3 for 20 etc. As son as you get that + 3 bonus, the Luck Skill become (apart from it's perks) completely Obsolete. As the Cap is 5, 6 Luck won't increase the odds of Lucky strike. However, if you have some Luck in reserve, it will protect you against horrible spells and abilities like Sorrow Strike, the Sorrow Spell, the Cursed Ring and the dreaded Howl of Terror. If you don't face a potential Dark Caster, use the arties to replace Luck, so that you can use that skill slot for another skill, like Sorcery or a second Magic School (to give two examples). Overall, I combine both Skill and trait, if only to get the Benefit from Magic Resistance, Warlock's Luck or Resourcefullness. Handy for units that attack often, like Steel Golems (retaliation), Rakshasa Ktsarras, Titans, Djinns and Battle Mages. Don't pick when your luck is already 5 or more, unless you really fear the Necromancer's Howl. If Luck arties are taken, you can use Djinn Viziers to lower the Opponent's luck, creating what I prefer to call the "Luck Imbalance"

Luck costs Wood and Crystal.


Morale: increases the wearer's morale. When Playing Academy you usually are more likely to ger Luck that Leadership. You can compensate the low chances of Leadership by creating Morale Arties. they work Great with Retrubution, Empathy and Artificial GLory, if you manage to get those.

The Morale Formula is the same as the Luck Formula:  1 + 1 per 10 Knowledge, starting at level 10

In this case Morale Arties are more favourable to get than Luck Arties, because of the Rarity of the Leadership skill. Nevertheless, the Morale and Luck Arties work Excellent together, but which of the two you give (if you can't give both) depdns on the Skill and Artefacts the Hero has. Mainly, it's best to give Morale to Gremlins, Magi and Rakshasas while luck is better with Gargs, Golems and Djinns. Titans are excellent with both. If you manage to get Arteficial Glory, Empathy or Retribution, don't hesitate to hand out the Morale Arties massively. They can be very powerfull from Knowledge 10 on (+2 Morale). They, Like Luck arties, help countering Sorrow and Howl of Terror. Excellent Artie, definately worth taking.

Morale Costs Ore and Sulphur

Protection: Makes the Creature Magic Proof: this Trait is very weak in the beginning, but is near Imbalance in the end. Imagine you have a Spell casting Runemage with Casts Expert Armageddon . you have Knowledge 25 and all your units (except the Magnetic Golems) have Magical Protection arties. The Armaggeddon will do only 76% of it's original Damage. These triats get pretty strong as soon as Reach Knowledge 2 (the Arties add 656% magic Proofness)

There is no Formula to calculate the Magic Proofness gained. I'll post the numbers here. Note that the Boost of the Artefacts is capped at 85%, even for magic Proof Units

Know = 1 => 6%
Know = 2 => 13%
Know = 3 => 19%
Know = 4 => 25%
Know = 5 => 29%
Know = 6 => 34%
Know = 7 => 37%
Know = 8 => 41%
Know = 9 => 44%
Know = 10 => 47%
Know = 11 => 49%
Know = 12 => 52%
Know = 13 => 54%
Know = 14 => 56%
Know = 15 => 58%
Know = 16 => 60%
Know = 17 => 61%
Know = 18 => 63%
Know = 19 => 64%
Know = 20 => 66%
Know = 21 => 67%
Know = 22 => 68%
Know = 24 => 69%
Know = 23 => 70%
Know = 25 => 71%
Know = 26 => 72%
Know = 27 => 73%
Know = 28 => 74%
Know = 29 => 75%
Know = 30 => 76%
Know = 32 => 77%
Know = 33 => 78%
Know = 35 => 79%
Know = 37 => 80%
Know = 39 => 81%
Know = 41 => 82%
Know = 45 => 83%
Know = 49 => 84%
Know = 60 => 85%

There is a Formula to calculate how much Magic Proof an already Magic Proof Creature would gain (Ie: Golems and Djinn Viziers)

The Formula is the Natural Protecion + (the Magic Proof Bonus * [100% - Natural Portection])

In case of Steel Golems in a heroes' army with 16 Knowledge (60% bonus), that would give: 75 + 25% of 60% = 75 + 15 = 90 (the Artefact bonus would be 85%, because The Protection is capped at 85%)

If we repeat this with Iron Golems we get: 50 + 50% of 60% = 50 + 30 80%

The Use of this trait is Self-explanatory: Usefull (if not overpowererd) against users of Destructive Magic (and Decay, Crystal, Fire Trap, etc). Only spell you have to be terryfied of is Fist of Wrath... Well... Kinda...I guess.

Okay, there is no spell to fear, unless you face Dungeon, logically.

IMPORTANT: IRRESISTABLE MAGIC AFFECT MAGICAL PROTECTION!! This is: It deceases they effectivity!!

Magical Protection requires Wood and Gems

Speed Increases the Speed of the Wearer. Against it's use is limited, but it is grossly overpowered in late game.

The Formula of Speed Calculation is the same as the one for Armour Crush:  1 + 1 Extra per every 15 Knowledge, starting at Knowledge 15.

This means:
Know = 1 => + 1 To Speed
Know = 15 => + 2 To Speed
Know = 30=> + 3 To Speed
Know = 45 => + 4 To Speed
Know = 60 => + 5 To Speed

As soon as you get a Knowledge of 30 (a piece of cake in the Late-game, due to Enlightment and artefacts) the arties give your units an astonishing 3 (!!) Speed. Imagine this with Golems and Artificial Glory, or with Rakshasas/Marble Gargoyles/Collosi. Now here's the Catch: Most units of Academy are either Ranged or Spellcasters, making this trait a little bit redundant. I personally see that as a bonus; simply spend your resources to another trait. Like I said, Equip this to you Golems and Rakshasas (Preferably Rajas) and possibly Elemental Gargs/Djinns and Charge the opponent. Great if Combined with the Luck, Initiative and Armour Crush traits. The enemy will never know what hit them ^^

Speed costs Ore and Mercury

my 2 cents, hope you found it usefull

Comments are welcome.
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Darmo
Darmo


Known Hero
True Gentleman
posted May 29, 2009 05:24 AM

Thanks Lexx its very helpful.
I think armor crushing combine with init, morale is very nice!
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einomida
einomida


Known Hero
posted May 29, 2009 02:38 PM

Quote:
Thanks Lexx its very helpful.
I think armor crushing combine with init, morale is very nice!


I almost always go Armor Crush-Init-HP on my Gremlins.

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted May 29, 2009 03:15 PM

That's the trick, Einomida.

They act more often, thus decrease the enemy defence more often. Morale also works synergetic with Armor Crush, but Hit Points are better overall. (better Survival rate is a must for Gremlins, especially vs the AI)
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Darmo
Darmo


Known Hero
True Gentleman
posted May 31, 2009 10:48 AM

What about Genie? I used to add HP and defense but the Genie still easily dead?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted May 31, 2009 10:57 AM

Quote:
However hp on gremlins effectively doubles their hp, that beats 6 def any time of the day. On gargoyles it would be an 25% hp boost so slightly weaker than defense.

Do the math as hp increases There are two ways to use a djinn, have it curse/buff or send it in a suicide charge and in both cases that requires initiative. I often use attack instead of defense on them, nice vs dungeon that has bad defense for example. But vs a fast high init/high def/high dmg faction like sylvan better to go the defensive route.
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