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Heroes Community > Heroes 5 - Temple of Ashan > Thread: Heroes 5 TotE latest patch information - Patch 3.1
Thread: Heroes 5 TotE latest patch information - Patch 3.1 This thread is 23 pages long: 1 2 3 4 5 ... 10 ... 19 20 21 22 23 · «PREV / NEXT»
radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted August 20, 2008 02:49 PM
Edited by radar at 14:51, 20 Aug 2008.

ty fauch

the proc factors are probably trigger chances multipliers

I'll keep updating my post however

some people may not be proficient with the modding codes
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted August 20, 2008 02:49 PM
Edited by Asheera at 14:49, 20 Aug 2008.

Quote:
<DeathWailDamageCoef>2</DeathWailDamageCoef>
(+2 / -2 damage per morale points?)
It's double damage.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted August 20, 2008 02:52 PM

Quote:
ty fauch

the proc factors are probably trigger chances multipilers

that's what I thought yes. but it was a bit hard to guess at the beginning. I was like "wtf" when I saw that thing about bash and purge, then I saw the same thing about fear, and I remembered the changelog said something about that.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 20, 2008 03:01 PM

Perfect, keep them coming. I will be adding the undocumented changes bolded in the masterpost.
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samiekl
samiekl


Supreme Hero
posted August 20, 2008 03:07 PM

wow they just weakened the unbeatable town inferno

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Fauch
Fauch


Responsible
Undefeatable Hero
posted August 20, 2008 03:16 PM

Quote:

Neutrals

Poison of 1 Manticore now deals 10 dmg (was 3)


no, I think it lasts 10 turns instead of 3

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted August 20, 2008 03:18 PM
Edited by radar at 15:21, 20 Aug 2008.

you think... no, you are right

edit

some skills pop-up percent chances has also been changed, wait for update.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted August 20, 2008 03:45 PM

I've just tried the nosferatu, and it was said sleeping strike lasts 3 turns. (maybe it is because of my mods?)

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted August 20, 2008 03:49 PM

2 for sure
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 20, 2008 03:52 PM

Can someone clarify what the new PROC factor of Force Arrows does mean?
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 20, 2008 03:53 PM

A few questions:

Quote:
<Bash_ProcFactor>1.5</Bash_ProcFactor>

<Purger_ProcFactor>2</Purger_ProcFactor>

<Fear_ProcFactor>0.8</Fear_ProcFactor>

<BlindingAttack_ProcFactor>1</BlindingAttack_ProcFactor>

<WardingArrows_ProcFactor>1</WardingArrows_ProcFactor>

<PiercingArrow_ProcFactor>2</PiercingArrow_ProcFactor>

<SabotageCoef>10</SabotageCoef>

<WhipStrike_ProcFactor>1.5</WhipStrike_ProcFactor>
<MarkOfFire_ProcFactor>1</MarkOfFire_ProcFactor>

<BearRoar_ProcFactor>0.9</BearRoar_ProcFactor>

<FlameWave_ProcFactor>2</FlameWave_ProcFactor>

<PawStrike_ProcFactor>1</PawStrike_ProcFactor>

<CrushingBlow_ProcFactor>0.8</CrushingBlow_ProcFactor>

<Brutality_ProcFactor>1</Brutality_ProcFactor>

<Taunt_ProcFactor>1.2</Taunt_ProcFactor>

So what do these actually mean? What were the original chances?


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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted August 20, 2008 04:05 PM
Edited by radar at 16:09, 20 Aug 2008.

Originally a random skill triggering chances were based on attacker:enemy HP ratio. In my opinion, the markers are multipliers of the calculated ratios, thus making one skills trigger more or less often.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 20, 2008 04:07 PM

Alright but I have no idea in comparison with before. What were the initial values?

Looking forward to the skill level up changes
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 20, 2008 04:07 PM
Edited by alcibiades at 16:10, 20 Aug 2008.

But how do we interpret the number 2 for Arcane Archers? That would be the chance to displace target which is doubled then. Did they change Defence reduction percentage?
Edit > Apparantly not, it's still set at 0.5. Wonder wether I should change to 0.25 or 0.75 if I want only 25 % defence reduction (tag says "PiercingArrowCoef" which might imply it's a multiplier and I should set it to 0.75 - will need to test I guess).
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 20, 2008 04:11 PM

Well chance for that was pathetic. If they increased it but weakened the defense reduction it would be ideal.
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted August 20, 2008 04:13 PM

The same as others - some other line is responsible for the AA's ability, and they didn't change the defence-reducing value. And I remind you, the multiplying markers is only a theory = )
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted August 20, 2008 04:21 PM

Quote:
The same as others - some other line is responsible for the AA's ability, and they didn't change the defence-reducing value. And I remind you, the multiplying markers is only a theory = )


Well, it's the only obvious interpretation of those numbers, and in most cases, I think the changes seem reasonable, so let's stick to that. Sad that they didn't think about reducing the Defence thing for AA, would have made a huge difference.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 20, 2008 04:22 PM

That still doesn't answer my question Do you know what the original values were or not? Interpretation could be aided with some testing but for now I want to make a comparison of the files prior and after the patch.
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted August 20, 2008 04:27 PM

They weren't even specified in a file back in 3.0.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted August 20, 2008 04:29 PM

Oh, then you mean that those are in a file where changes are stored.
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