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Heroes Community > Heroes 6 - The New Beginning > Thread: Hero damage varies in combat
Thread: Hero damage varies in combat
httassadar
httassadar


Adventuring Hero
posted January 26, 2012 01:47 PM

Hero damage varies in combat

Is it a bug or is there some mechanics I'm not aware of?

On turn one, my Irina(map 4) does ~2.2k damage lightning bolt. Then I do some summoning/press attack, and on turn 5, lightning bolt deals ~4k damage.

It's the figure shown on mouse-move-over, actual damage scales with it. So luck strike or "soaked" does not come into effect yet. And no "meditation" used!

The "turn 5" is quite random, sometimes the damage never changes...

And it's not only magic nor only Irina. I've seen hero's might attack does varying damage.

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted January 27, 2012 01:55 PM
Edited by SKPRIMUS at 13:56, 27 Jan 2012.

bug...eg. in a particular battle, first round might haven hero attack/pressed attack amount is like about half to what it was in second round even though no extra dmg boosts & attacking same creature.

(tooltip matched the damage)

did not experience this in 1.1 or 1.1.1
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted February 10, 2012 10:18 PM
Edited by Simpelicity at 22:22, 10 Feb 2012.

Something similar maybe? but during my necropolis walkthrough I've also been noting my liches' debuff not always (pretty much never in fact) be the 40% advertised. I've even seen it be 4% instead. But I thought maybe it was being affected by the magic resistance of creatures (and the heroes behind them) ?
Then the damage would vary according to what creature you're targeting. And since resistance is in percentages, it can vary a whole lot. Just throwing that out there, I haven't actually tested it.

If it IS because of magic/might resistances, it wouldn't really qualify as a bug though. I mean, hero attacks (and spells I believe) can get lucky strikes and all, I'm betting they're just applying all the normal mechanics of damage calculation to hero attacks.

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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted February 11, 2012 12:32 AM

Few questions
1: Did you cast the spell or skill on the same unit? Different uits have different might and magic resistences.
2: Did you by any chance cast it on a "Spirit"? Spirits have a 50% damage reduction in the first turn until they make an action, or if they defended (Spirit form skill)
____________
I'm just a Mirror of your self.

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We are many, and you can be one of us.

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httassadar
httassadar


Adventuring Hero
posted February 13, 2012 01:53 PM

For me no.

It is the damage shown when I move my mouse over the spell (before left-click targeting it on anything)

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httassadar
httassadar


Adventuring Hero
posted February 13, 2012 01:55 PM

Also I noticed that the amount of summoned elements are different in creeping and fighting against enemy.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 13, 2012 06:45 PM

Hero dmg seems to be bugged indeed, I had noticed it too during the campaigns.
Quote:
Also I noticed that the amount of summoned elements are different in creeping and fighting against enemy.

That is because enemy hero magic defense reduces your magic power bonus.
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Dave_Jame
Dave_Jame


Promising
Legendary Hero
I'm Faceless, not Brainless.
posted February 13, 2012 09:50 PM

Quote:
For me no.

It is the damage shown when I move my mouse over the spell (before left-click targeting it on anything)


Elvin already spoke about the magic defence influencing the spells.
The Damage written in your "wannabie" spell book is your MAX magic potential, which is reduced by the magic defence of enemy hero or the particular unit.
____________
I'm just a Mirror of your self.

We see, we look, we gather, we store, we teach.
We are many, and you can be one of us.

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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted February 14, 2012 04:22 AM

does the hero magic defense apply to creature abilities as well? Because the lich's debuff definitely isn't always the same 40% advertised.

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hobo2
hobo2


Promising
Known Hero
posted February 14, 2012 07:13 AM

Enemy hero might defense also reduces the effects of warcries. You just plain get less troops with Reinforcements in versus battles than you do against neutrals.

What this boils down to is a strong disincentive to fight with troops under any circumstances other than with your main hero. Not only is it simple Divide and Conquer on the part of your enemy, but your enemy even gets more absolute benefit from their hero actions when fighting your troops backed up by a scrub hero or in a garrison.

If you are playing Heroes VI and have more than one major battle against an opposing player, someone is doing something horribly wrong.
____________

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httassadar
httassadar


Adventuring Hero
posted February 14, 2012 03:26 PM

Quote:
Quote:
For me no.

It is the damage shown when I move my mouse over the spell (before left-click targeting it on anything)


Elvin already spoke about the magic defence influencing the spells.
The Damage written in your "wannabie" spell book is your MAX magic potential, which is reduced by the magic defence of enemy hero or the particular unit.


Exactly, that number should be constant over one battle, affected by meditation and only by it.

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Simpelicity
Simpelicity


Promising
Famous Hero
Video maker
posted February 15, 2012 06:50 AM
Edited by Simpelicity at 06:51, 15 Feb 2012.

Quote:
Quote:
Quote:
For me no.

It is the damage shown when I move my mouse over the spell (before left-click targeting it on anything)


Elvin already spoke about the magic defence influencing the spells.
The Damage written in your "wannabie" spell book is your MAX magic potential, which is reduced by the magic defence of enemy hero or the particular unit.


Exactly, that number should be constant over one battle, affected by meditation and only by it.


.... right now, it is as constant as your creatures' attack and defense ratings are for determining their damage. They can get boosts (meditation for your hero), but they always stay the same. Damage still varies a lot though, because damage calculation takes into account the appropriate defense of the ennemy (might/magic depending). So the net damage (after calculation) varies a lot, depending on what creature was attacked, what buffs it had, etc... and the same goes for your hero attacks (and more importantly here, spells).

Mind you, maybe you got all that and what you're saying is you prefer the good ol' days when the opposing hero's magic defense had nothing to do with it (did not exist, even). Well, can't exactly argue against preferences, but I do like that new element personnally. I think it needs some work when it comes to spells that don't do direct damage though. The way it reduces duration and even sometimes the actual effect can be a bit overmuch. For those spells it makes stats almost more important than the spells themselves. Seemed fine to me as far as damage spells went though.

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DoubleDeck
DoubleDeck


Promising
Legendary Hero
Look into my eyes...
posted February 15, 2012 11:17 AM

Quote:
Hero dmg seems to be bugged indeed, I had noticed it too during the campaigns.
Quote:
Also I noticed that the amount of summoned elements are different in creeping and fighting against enemy.

That is because enemy hero magic defense reduces your magic power bonus.


So basically a magic hero would do better against a might hero and vica versa in terms of how powerful spells/warcries will be....

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