Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
New Server | HOMM1: info forum | HOMM2: info forum | HOMM3: info forum | HOMM4: info forum | HOMM5: info forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Library of Enlightenment > Thread: Rules for (Creature) Spells and Orbs
Thread: Rules for (Creature) Spells and Orbs This thread is 2 pages long: 1 2 · «PREV
NimoStar
NimoStar


Promising
Supreme Hero
Modding the Unmoddable
posted February 20, 2017 01:59 AM

Thank you, nice research.

So, in other words, Master Genies cast spells with 6 spell power and Advanced level, which is better than basic certainly! (although not so strong either). I guess we could know they were not expert since they didn't mass their spells
____________
Discover H4 Greatest Mod!
https://www.moddb.com/mods/greatest-mod/downloads
(Also biggest of only two 2 mods for HOMM IV)

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Vasyl4G
Vasyl4G


posted December 26, 2017 08:08 PM

There are some more rules for spells (and orbs):
There are stuff that increase magic damage (DMG):
1 Sorcery secondary skill - 5%/10%/15%. Let's call it I2 (0.05/0.10/0.15).
2 Sorcery specialty - 0.05 hero level from power of Sorcery secondary skill. Let's call it I3 = 0.05 hero level I2.
3 Magic orbs (Orb of Silt, Orb of the Firmament, Orb of Driving Rain, Orb of Tempestuous Fire for Earth, Air, Water, Fire spells appropriately - 50%. Let's call it I4 (0.5).
4 Vulnerability (some elementals get double damage from some spells as specified in the first post in this thread) - 100%. Let's call it I5 (1.0).
That's all stuff that I know that increase magic damage.

There are stuff that decrease magic damage (DMG):
1 Protection from Earth/Air/Water/Fire spells - 30%/50%/50%. Let's call it R4 (0.3/0.5/0.5).
2 Special ability of golems, usually called (magic) damage resistance also I prefer name (magic) damage protection - 50%/75%/85%/95%. Let's call it R8 (0.50/0.75/0.85/0.95)
That's all stuff that I know that decrease magic damage.

It is more or less known stuff. But there is still question how it combines together. I have assumption that it is combined in the following way:
DMGf = DMGb (1 + I2 + I3) (1 + I4) (1 + I5) (1 - R4) (1 - R8).

I roughly checked (1 + I2 + I3) (1 + I4) but not other components.



____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Vasyl4G
Vasyl4G


posted December 26, 2017 08:55 PM
Edited by Vasyl4G at 23:03, 26 Dec 2017.

I know for example that effect of Fire Shield should be modified according to formula from my previous post.
But I do not know how this formula works on spells vs hostile spells: i.e. I know that effect of hostile spells on diamond golems are modified according to this formula, but I do not know how it works with "my" spells, for example Cure. Will cure be effective only on 5% on diamond golems? (I did this test long time ago, and AFAIR yes, only 5%, but I am really not sure).
What about cure on diamond golems under protection from water?
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Vasyl4G
Vasyl4G


posted December 26, 2017 09:46 PM
Edited by Vasyl4G at 20:53, 27 Dec 2017.

Also I want to add some more stuff specifically on Magic resistance. Specifically on Magic resistance that are given by for example (magic) Resistance secondary skill. That AFAIK is not affected by Orb of Vulnerability (documentation, that I use, states that this orb removes immunity). Sorry for (new) names definitions in my post, at least I hope that I have clearly explained what I am going to talk about.
So what affect Magic resistance?
AFAIK (only) following stuff increases Magic resistance:
1 Resistance secondary skill - 5%/10%/20%. Let's call it I2 (0.05/0.10/0.20).
2 Resistance specialty - 0.05 hero level from power of Resistance secondary skill. Let's call it I3 = 0.05 hero level I2.
3 Some artifacts:
Garniture of Interference, Surcoat of Counterpoise, Boots of Polarity (5%, 10%, 15%).
Effect of all artifacts is cumulative and does not depend on Resistance secondary skill. I.e. with Garniture of Interference and Boots of Polarity you get 20%. Let's call it I4.
(Yes, it is off topic, but it is important for my next post, so I will add it) In HotA (Horn of the Abyss), there is "combination" artifact that consist from listed 3 artifacts - Pendant of Reflection. The only effect of this artifact is 20% of magic resistance on top of effect of components. So in total, it gives hero 50% resistance.
4 Special ability of some creatures. Let's call it I5. The only creatures with this special ability are:
Dwarf - 20%
Battle Dwarf - 40%
Crystal Dragon - 20%
5 Unicorn and War Unicorn has another special ability - Aura of Resistance - 20%. Let's call it I6.
That's all stuff that I know that increase Magic resistance.

I do not know any stuff that decrease Magic resistance.

How it combines together?
AFAIK it is quite simple:
Total Magic resistance = I2 + I3 + I4 + I5
I.e. for hero with expert Resistance secondary skill, Interference, Surcoat of Counterpoise, Boots of Polarity artifacts and Battle Dwarf we get
Total Magic resistance = 20 + 0 + (5+10+15) + 40 = 90%
I.e. in 9 from 10 cases, Battle Dwarves will not be affected by hostile spells at all.
For 10th level Thorgrim hero with expert Resistance secondary skill, Interference, Surcoat of Counterpoise, Boots of Polarity artifacts and Battle Dwarf we get
Total Magic resistance = 20 + 0.05*10*20 + (5+10+15) + 40 = 100%
I.e. Battle Dwarves will never be affected by hostile spells at all.
Here I want to draw attantion to "hostile" spells. I.e. AFAIK, "my" good spells should still work fine on my creatures. For me, it is very interesting combination: I could buff and resurect my creatures, but enemy can't magically effect my creatures. I think it is quite fun feature.
For 30th level Thorgrim, Dwarf, Battle Dwarf and Crystal Dragon should be fully resistant to (hostile) magic.
In HotA, with Pendant of Reflection, Battle Dwarf becomes resistant to all (hostile) magic when hero has just advanced level of Resistance secondary skill (and we could use hero's speciality for something else, for example for armory).

Here I am not sure only about hostile vs "my" spells (and vs Angelic Alliance and  Armor of the Damned). Would be nice if somebody could clarify this info.
Also I am not sure how game really works when magic resistance is >=100%. I hope it works.


On Unicorn's Aura of Resistance:
I do not have enough info about this. But I have questions:
a) Does it really not combine together? I.e. if I have stack between 2 Unicorn stacks will I get 20% or 40%?
b) Does 2 adjusted Unicorn stacks protect each other? I.e. both should get 20% (in case no other resistance stuff present). Is it true?
c) How it combines with other stuff. I was assuming that it is commulative (i.e. just +20%) like other stuff for magic resistance, but in the first post of this thread it is wrote "These 20% are not added to the creatures' normal magic resistance but is made as a seperate 'check'.". If it is true, than
Total Magic resistance under Unicorn's Aura of Resistance = Total Magic resistance 0.8 + 20%
(it is written in assumtion that Total Magic resistance <= 100%. I have no idea how game calculate this case when Total Magic resistance > 100% (that is quite real case)... also should be still >= 100%).
I.e. for hero with expert Resistance secondary skill, Interference, Surcoat of Counterpoise, Boots of Polarity artifacts and Battle Dwarf we get
Total Magic resistance under Unicorn's Aura of Resistance = 90% 0.8 + 20% = 92%
that is far from 110% for simple commulative case (of course it is for Battle Dwarf not for Unicorn itself).
.
If 2 Unicorn's Auras combine together, than in this case
Total Magic resistance under 2x Unicorn's Aura of Resistance = Total Magic resistance 0.64 + 36%
I.e. for hero with expert Resistance secondary skill, Interference, Surcoat of Counterpoise, Boots of Polarity artifacts and Battle Dwarf we get
Total Magic resistance under 2x Unicorn's Aura of Resistance = 90% 0.64 + 36% = 93.6%
.
The simple option for testing question a) is just to put some usual creature for usual hero near Unicorn and between 2 (or many) Unicorns - resistance should differ (approximately) 2 (or many) times.

____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
FfuzzyLogik
FfuzzyLogik


Known Hero
posted February 04, 2018 10:33 PM

Hello!

As far as I know (in my old testings and readings), unicorn aura is not cummulative with other MR. Its one "new" check of MR.
Two slots of unicorns can protect other and I think it's as far as tested not cummulative (2 slots of unicorns don't give you more than "20%").

So a creature who have a bonus of 50% MR (because of hero) and no unicorn side to him has 50% to be affected.
Some creature who have a bonus of 50% (because of hero) MR and no unicorn side to him have 50% to be affected and then if so a new test of 80% (20% MR). So 50%*80%=40% chance to be touched by "negative spell".

With a 90% MR (with Thogrim for example) and unicorn on side : 10%*20% to be touched by "negative spell".

If you get more than 100% MR, its 100%. Samely with necromancy for example. I tested Thogrim level 50 (expert MR) +30% with artifacts and I can't cast curse on him as his opponent.

I hope it helps.


____________
FfuzzyLogik.

If I'm crazy ? Sure, because its madness to be normal...

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
phoenix4ever
phoenix4ever


Supreme Hero
Heroes is love, Heroes is life
posted September 25, 2018 05:02 PM

Ecoris said:

Unicorn's blind
Works as the spell Blind at basic level. On magic plains it applies at expert level.

Does anyone now if this is correct? Usually creatures applies spells at advanced level.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 2 pages long: 1 2 · «PREV
Post New Poll Post New Topic Post New Reply

Page compiled in 0.0541 seconds