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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 323 pages long: 1 40 80 120 160 200 240 280 ... 301 302 303 304 305 ... 320 323 · «PREV / NEXT»
dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted October 11, 2017 07:17 PM

Elessar said:

So why is Swift Mind, which moves your hero to the top of the turn 1 queue, an Enlightenment subskill?  It naturally should only be available to magic heroes, right?  I know I try to get it for my Ranger as soon as possible...


Because swift mind speeds up the hero turn not the caster turn.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted October 11, 2017 07:26 PM

Swift mind is just for the first turn, it doesn't change any fundamentals between might & magic.

Quote:
You sure as heck don't need them for creeping.


They are also sure as heck very useful for it.
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Nargott
Nargott


Known Hero
posted October 11, 2017 08:47 PM
Edited by Nargott at 21:10, 11 Oct 2017.

Quote:
Sorcery speeds up casting intervals, right?

So why is Swift Mind, which moves your hero to the top of the turn 1 queue, an Enlightenment subskill?

Yes, Swift Mind is the best in Sorcery skill because is increasing tempo casting. Using Swift Mind for hero hits or Combat abilities is like hammer nails with a microscope. This is powerful perk for Magic heroes, firstly.
Powerful, if magic is powerful, of cause.
So in HRTA format is one of the best perk for Magic heroes, because there are powerful spells that have great influence at the first turn. But in MMH5.5 magic is weaker because of the large number of troops, so maybe in context of this mod Magnomagus is right about
Quote:
it doesn't change any fundamentals between might & magic


For those people who don't understand how Swift Mind works:
This perk makes each hero turn 25% earlier. Because if hero does the first turn 25% earlier, then he starts to do next turn 25% earlier and etc.
For example, hero without Swift Mind, does his turn at 1.0, 2.0, 3.0 etc. moments of time. But hero with Swift Mind does his turns at 0.75, 1.75, 2.75 etc. moments of time. Each turn earlier, not only the first turn.
For comparisson, hero with basic Sorcery does his turns at 1.0, 1.9, 2.8 etc. moments of time. So the first 3 turns with Swift Mind are faster than the first 3 turns with basic Sorcery.

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sol7721
sol7721

Tavern Dweller
posted October 13, 2017 02:39 AM

Some Stuttering Graphics

I have a troubleshooting question. Let me know if this is the wrong place for this.

After installing Heroes 5.5, some of my animations don't work correctly. The trees, the circle beneath heroes and creatures, and some other minor effects stutter, only changing frames every second.

This issue doesn't exist before installing 5.5. character animations, spells, and other majors animations are just fine.

Any advice would be appreciated!

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted October 13, 2017 11:32 AM

@sol: Do you meet the recommended system requirements of Heroes 6? (not a typo)
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Skeggy
Skeggy


Known Hero
posted October 14, 2017 02:17 AM

magnomagus said:
Alright I have thought about improving the following spells:

Sorrow move to tier 3 and effect -4,-6,-8,-10, so it will pin down a creature decisively and tactically replace single confusion.

Instead confusion becomes a weaker more generic nerf at tier 2 and the mass version will be applied to all creatures. this will fix the AI issue.

Cleansing will be significantly more expensive (not sure yet how expensive, probably around 20 mana), but also more reliable. It will no longer be considered a counter for any weak nerfs and buffs. Those need to be countered by the opposite spell. haste vs slow etc.

This change will better prevent endless and boring on/off on/off spell cast patterns.

Since the mass cleansing version will be very expensive it will affect all friendly targets, so it can be a counter versus mass spells, but much more expensive than using mirror spell.

Goblin witch-doctors & succubi mistress get casting animation and spellbook with cleansing. all creatures can cast cleansing only once, except goblins can cast it twice (they are however unlikely to succeed 2nd time if their numbers are cut down.



I like that sorrow is going to become more powerful (like mmh6 Despair), and that confusion is going to be available to all, but I suppose that Ghost Dragonís Sorrow Strike needs to be redefined because now it is being casted at expert level.

If cleansing is going to be so expensive, how much will magical immunity cost, especially because cleansing cannot remove frenzy (and frenzy is back being target hostile)?

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted October 14, 2017 10:31 AM

@Magno just to let you know that there is an issue with the mapmixer mixing almost no creatures on medium and bigger maps due to bad calculations.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted October 14, 2017 11:29 AM
Edited by magnomagus at 11:34, 14 Oct 2017.

@Skeggy: cleansing 20, immunity 24, teleport 20, teleport is most common frenzy counter.

@Dredknight: you mean mixing of NCF or numbers are reduced?

EDIT: Also is this with latest version posted in the thread, not the one included with RC9b?
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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted October 14, 2017 12:00 PM
Edited by dredknight at 12:01, 14 Oct 2017.

Here are the tests I did, I made a blank map with 100 griffin stacks. Then set the neutral stack value to 0 on the mapmixer and shuffled the map (Note: with higher value NCF creatures just stop appearing, I tried 10, 20, 100).

The only thing I did change after each shuffle was the number of towns  (0,1,5,10,15) on the map. Out of the 100 creatures 10-12% became NCF and this is if you are lucky. The average value is about 6-7%. By watching the results for about 20 iterations I could not find any dependency on the number of towns. The highest % I got just once was 13%.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted October 14, 2017 12:41 PM

@dredknight:

Quote:
EDIT: Also is this with latest version posted in the thread, not the one included with RC9b?

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted October 14, 2017 02:39 PM

magnomagus said:
@dredknight:

Quote:
EDIT: Also is this with latest version posted in the thread, not the one included with RC9b?



Doh.. false alarm the new version is working like a charm. I kind of never downloaded it. Thanks for saving my time
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Skeggy
Skeggy


Known Hero
posted October 14, 2017 07:16 PM

It would be nice that all death knights have visual identity of Laszlo, the renegade knight. His outlook fits perfectly in the visual description of the death knight. Currently, his model is only wearable if player choose haven and has moral penalty for light magic. His visual model could be representation of all Death Knights.
Also, visual model of Ornella fits very well in visual identity of female fortress hero.

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sol7721
sol7721

Tavern Dweller
posted October 15, 2017 02:53 AM

@magno. Sorry for the late reply. It's not really a performance issue. Only the mentioned animations are affected.

However, my graphics card is a Radeon 7750. I have 8 gb memory and about 3 ghz six-core cpu.

The most noticable animation that does this is the background foliage like the swaying trees and bushes.

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ea0o
ea0o


Hired Hero
posted October 15, 2017 02:08 PM

Hi, have played many huge maps, try almoust all classes and i think that heaveninferno and dungeon heroes with +- % of ini per lvl is broken and must be reworked.
Example - i got -20% ini item + swift mind perk to cast mass slow first (with -30% and more ini reduction) + 15-20% ini from hero spec + 15-20% ini from arts (Inferno troops have good ini anyway), so i gate all troops and they act first even after gating. Gated troops got same high ini. Enemy got only 3-4 turns in combat.
Same with heaven and hero who can have leadership+empathy+dark+light+ini perk.
And the only counter for them is elven Wyng with high first turn ini.

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Nargott
Nargott


Known Hero
posted October 15, 2017 03:41 PM
Edited by Nargott at 15:44, 15 Oct 2017.

Yes, Agrael specialization is strong.
+10% ini costs as +4 of TotE stats, so +6 of 3.33% stats or +8 of 2.5% stats.
Simple creature's specialists have +7/+7 stats for each 14 levels to one creature, so about +1/+1 stats for all army = 1 stat per 7 levels.
Agrael have +3.5% ini per 7 levels, so +2.1 of 3.33% stats or +2.8 of 2.5% stats.
So his specialization is 2.1-2.8 times stronger, it's better to do 0.2% or 0.25% per level instead of 0.5%.
The same about Raelag.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted October 15, 2017 04:06 PM
Edited by magnomagus at 16:12, 15 Oct 2017.

How do you arrive at conclusion +10% ini = +20% DMG?

If total damage output is equal to amount of hits x amount of DMG then they have the same value.

except lowering of initiative is better for magic heroes.

DMG always works well for everybody, but initiative is pointless on very fragile creatures like blade dancers who already have a huge amount and will die immediately anyway.
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Nargott
Nargott


Known Hero
posted October 15, 2017 04:24 PM
Edited by Nargott at 16:59, 15 Oct 2017.

magnomagus said:
How do you arrive at conclusion +10% ini = +20% DMG?

If total damage output is equal to amount of hits x amount of DMG then they have the same value.

except lowering of initiative is better for magic heroes.

DMG always works well for everybody, but initiative is pointless on very fragile creatures like blade dancers who already have a huge amount and will die immediately anyway.

Because +8 of 2.5% stat is not +20% DMG!
I had wrote already, if your difference between 2 concrete units is +20, for example, so your +8 will give only 1.7/1.5 = +13.3% (only in rare cases of about zero initial difference +8 works as +20%).
And because initiative have influence on the first and most important move, so it's initial value is greater than DMG.

This is not only my estimation, in PvP HRTA art +10% ini costs 12k, but art +4 of 5% attack costs 10k only, even lesser. Without enough PvP practice, it's hard to believe, yes, but this is such case where "math is not work" (because model of comparisson is incorrect).

For example, you may get two equal archers, put to the one +10% ini and to the other +10% DMG and do practical combat between them.
You may test also 2 equal armies, the one with +20% DMG and the other with +8 of your 2.5% stats, to see the difference.

EDIT:
Initiative will be equal to DMG only if starting ATB will be about 0.5 (0-1 instead of 0-0.25). Or when you cast Haste at the combat (average unit's ATB position at this moment is ~0.5, so boost of Haste can be equal to boost of Blessing).
If starting position is lesser than 0.5 initiative is stronger.
But positive morale is lesser than DMG because starts working at 1.0 (after the first turn, not earlier). So initiative > DMG > positive morale.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted October 15, 2017 05:23 PM

Quote:
I had wrote already, if your difference between 2 concrete units is +20, for example, so your +8 will give only 1.7/1.5 = +13.3% (only in rare cases of about zero initial difference +8 works as +20%).


Yes but it is not rare cases, in most PvE battles hero will have excess of A&D stats so it will work against 0, so it affects entire development phase of hero in normal games

Also might hero vs magic hero will always have excess of A & D stats and for magic heroes positive initiative is less important.
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Nargott
Nargott


Known Hero
posted October 15, 2017 05:43 PM
Edited by Nargott at 17:51, 15 Oct 2017.

magnomagus said:
Yes but it is not rare cases, in most PvE battles hero will have excess of A&D stats so it will work against 0, so it affects entire development phase of hero in normal games

Also might hero vs magic hero will always have excess of A & D stats and for magic heroes positive initiative is less important.

Your hero A&D stats are not important, important is only concrete difference A&D between 2 concrete units (for example, between your Angels and opponent's Peasants if Angels strike to Peasants).
So, for example your hero have +20 attack and +30 initial difference, total to +50 difference (at 2.5% stats is 225% damage). So +8 attack is 58 difference = 245% damage, which is only 245/225 = +9% DMG in this case.

Positive initiative is "analogue" of attack (and negative to enemy - defense). So for Magic heroes +initiative is less important because attack is less important, but -initiative is important because defense is important against Might.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted October 15, 2017 06:25 PM

Allright, I think in future I want to move staff of netherworld effect to ultimate item, but this will not happen in next release yet.

@Sol: I have no idea what this is, try console command @H55_Off(), if it stops it is a performance issue with scripts (don't take this as a fix since all new additions to the game will become dysfunctional after using this command). I may have an idea however if it stops.
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