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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 364 pages long: 1 2 3 4 5 ... 70 140 210 280 350 ... 360 361 362 363 364 · «PREV / NEXT»
Gidoza
Gidoza


Known Hero
posted January 15, 2019 03:38 PM

Hi quick question - where is the Hero experience level list located?  (for the sake of adjustment)

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted January 16, 2019 04:21 PM

It is embedded in the EXE file
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Gidoza
Gidoza


Known Hero
posted January 16, 2019 09:30 PM

So is 7Zip able to access that then?

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted January 16, 2019 09:48 PM

No it is not possible.
EXE binary files are made of machine code.
The only way to modify it is through hex editing but it is very very hard and requires significant knowledge in the field. On top of that even if you have all that above there is still high chance that you will waste a lot of time and still achieve nothing.

However if you want to get to know how hex editing works, go and download Cheat Engine. It has a step by step tutorial that will show you the basics in practice.


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Gidoza
Gidoza


Known Hero
posted January 16, 2019 11:32 PM

I thought precisely that someone did some editing of this in a previous version of H5.5, so it is possible.

I've done a tiny bit - it's a matter of the person who knows pointing where the relevant data is.  Hence the question.

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted January 17, 2019 08:58 AM
Edited by dredknight at 09:01, 17 Jan 2019.

Gidoza, yes it was done in MMH55 but it is not that easy as it sounds. The levels are based on formula, so not each level is defined as you think so. Also because of the binary you are restricted on how much you can edit the formula.

Deflaktor did it, you can check how he unearthed the settings on his thread.
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Gidoza
Gidoza


Known Hero
posted January 17, 2019 01:12 PM

Thank you - this is helpful.

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caracal
caracal


Adventuring Hero
posted January 19, 2019 12:02 PM
Edited by caracal at 12:04, 19 Jan 2019.

Hi guys I don't know where to put this so I'm gonna drop it here. I have noticed that new spell Hyptnotize which used to be known as Puppet Master can not be cleansed by Magical Immunity although the description of that spell says it should be. Is it mastery dependant or is it bug or is there another condition that made magical immunity not able to remove Hypnotize from my units? Would Vampirism work in that case?

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted January 19, 2019 11:14 PM

As far as I know Magical Immunity does not remove effects cast before that spell.

Vampirism will remove Hypntoize as it makes the unit temporary Undead and Undead units are immune to any mind spells.
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DeepLord
DeepLord

Tavern Dweller
Skeleton
posted January 21, 2019 11:00 PM
Edited by DeepLord at 00:01, 22 Jan 2019.

Some new balance notices:

Abilities:

Estates: It gives you 250+25/knowledge gold/day what is so much. This ability was good even without the knowledge bonus. Now it is clearly overpowered. I suggest to nerf its bonus to 200+10/knowledge.

Mining:It gives a random bonus... I suggest to change it, like: It gives the resource what you have the least.

Scolar: It can be useful so rarely, so it needs a buff: It also gives you a knowledge and gives for every hero who this hero meets. (Instead of Enlightment gives so much. I've written its change suggestion already.)

Mentoring: +10% exp for a secondary hero isn't so much, I think its bonus should be 20% for worth to use.

Counterspell: You need to chose so many magic ability for pick it. So your hero is already a good caster. And you waste your turn and double mana just for negate the enemy hero's spell. I think it not worth. Its mana cost shouldn't be double.

Intelligence always gives you -1 max mana. E.g.: you have 10 knowledge and pick this ability and you will have 139 max mana instead of 140. I have lost battle because of this mana missing... Multiplaying by 1.4 isn't a big challenge.

Recruitment: Its bonus is so low, and gives only what the hero is in the town at the new week. I think Its bonus should be gives in 50 untis radius for the Governors and it shouldn't be a started ability. Your starter hero won't be governor, so won't be in the town all the time. Dear Sorgal starts with this ability... Basic Combat would suits to him much more. And Recruitment's bonus should be at least (5;3;1) instead of the current (3;2;1).


Skills:

New magic school: Learn one magic school is worth almost always. But you can't do double magic per time if you have double magic schools... Learn more types of magice scools worth much less. I suggest to add an additional +1 spellpower per every new type of magic school skill learned (not for the primer type).

Shatter magices: I've changed the solution suggestion about them, but I still think these are so bad in their current state. I just tell s short story:
I know that the enemy has Dark Magic. I learned Expert Shatter Dark against it. The enemy used Frenzy (as I expected) and my troops just killed each other. There were absolutly nothing better than without this skill. No effect.
I suggest a much simplier (not based on spell level), easier to calculate and much more more effective suggestion: It negates each first (1;2;3) enemy spell from the school in the battles. Even the caster troops' spells.

Occultism: I've already written about its spellpower bonus, but here are an other thing. It negatces the enemy magic resistance only against Destructive Magic. I think it should negates all kind of magic resistance. It could be very useful for dark Magic, but this kind of bonus doesn't helps for Dark Magic...


Hero specialitis:

'Less damage is suffered from distance attacks 0.75/level.' It gives 15% range damage bonus on level 20. For comparison Crag Hack increases your (any) range and melee (what is much more important) attacks by 20% on level 21. Theres no words. I suggest to double the bonus of this type of hero specialization.


And a question:

There are BackPack artifacts, which are limited to one artifact per resource type per hero. How can I chose which could be active? I have found no description about it.

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Gidoza
Gidoza


Known Hero
posted January 23, 2019 04:23 AM

My two cents on your two cents...

DeepLord said:
Some new balance notices:

Abilities:

Estates: It gives you 250+25/knowledge gold/day what is so much. This ability was good even without the knowledge bonus. Now it is clearly overpowered. I suggest to nerf its bonus to 200+10/knowledge.


I'd absolutely agree; at least in Heroes III you'd have to level up a few times to get to the full 500 bonus: this here is offering alot for very little effort.


Quote:
Mining:It gives a random bonus... I suggest to change it, like: It gives the resource what you have the least.


Considering that with enough knowledge you'll be getting a fair bit of resources, I'm inclined to disagree.  Scarcity is one of the reasons I like playing the game - having everything you need supplied to you all the time makes the game boring.

Quote:
Scholar: It can be useful so rarely, so it needs a buff: It also gives you a knowledge and gives for every hero who this hero meets. (Instead of Enlightment gives so much. I've written its change suggestion already.)


In my personal modmod, what I did was make Scholar a 3rd-tier ability that gives a ton of DragonBlood Crystals.

Quote:
Mentoring: +10% exp for a secondary hero isn't so much, I think its bonus should be 20% for worth to use.


It depends on how high of a level your Mentoring hero is.  If your Mentor is level 10, you'll notice pretty much nothing.  If he's level 25, that 10% is astronomically high, because remember that higher-level heroes require more and more experience.  It's easy after a certain point to make all your heroes level 15.  And quite frankly - I find that this makes the game dull and gamey: it's easy to spawn a pile of secondary heroes that all have Dragonblood Crystals and Estates to get a ton of elementals and money, all for zero effort.  My only real response to the Mentoring perk is that it should be removed from the game entirely.

Quote:
Counterspell: You need to chose so many magic ability for pick it. So your hero is already a good caster. And you waste your turn and double mana just for negate the enemy hero's spell. I think it not worth. Its mana cost shouldn't be double.


If I had to pick something for it, I'd make the caster's turn take only half time.

Quote:
Intelligence always gives you -1 max mana. E.g.: you have 10 knowledge and pick this ability and you will have 139 max mana instead of 140. I have lost battle because of this mana missing... Multiplaying by 1.4 isn't a big challenge.


Nothing to say here really.

Quote:
Recruitment: Its bonus is so low, and gives only what the hero is in the town at the new week. I think Its bonus should be gives in 50 untis radius for the Governors and it shouldn't be a started ability. Your starter hero won't be governor, so won't be in the town all the time. Dear Sorgal starts with this ability... Basic Combat would suits to him much more. And Recruitment's bonus should be at least (5;3;1) instead of the current (3;2;1).


I personally don't play with governor because I find it gamey and un-fun, but yes, Recruitment is pretty lame.


Skills:

Quote:
New magic school: Learn one magic school is worth almost always. But you can't do double magic per time if you have double magic schools... Learn more types of magice scools worth much less. I suggest to add an additional +1 spellpower per every new type of magic school skill learned (not for the primer type).


I don't disagree, but I think the problem is deeper and different than you imagine, and I don't think +1 Spellpower for extra magic school will be able to solve it.

Quote:
Shatter magices: I've changed the solution suggestion about them, but I still think these are so bad in their current state. I just tell s short story:
I know that the enemy has Dark Magic. I learned Expert Shatter Dark against it. The enemy used Frenzy (as I expected) and my troops just killed each other. There were absolutly nothing better than without this skill. No effect.
I suggest a much simplier (not based on spell level), easier to calculate and much more more effective suggestion: It negates each first (1;2;3) enemy spell from the school in the battles. Even the caster troops' spells.


Depends on the spell, really.  (I remove Frenzy and Hypnotize from the game entirely in my version, because as far as I'm concerned they're unbalanceable spells and have no place in Heroes of Might and Magic.)

Quote:
Occultism: I've already written about its spellpower bonus, but here are an other thing. It negatces the enemy magic resistance only against Destructive Magic. I think it should negates all kind of magic resistance. It could be very useful for dark Magic, but this kind of bonus doesn't helps for Dark Magic...


I'm not sure if it can be programmed to do more than it does.



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Gidoza
Gidoza


Known Hero
posted January 23, 2019 04:32 AM

So I'm wondering if I could get a little help with finding and editing a few things in Heroes 5.5.  Mostly I'm looking for where stuff is, but it might be a bit more complex than I think.  So I'll shoot...


#1 - In the Editor, if you choose not to check any Heroes on the list, then all the Heroes will be present for a particular map (18 for each faction).  However, if you either check (or uncheck) any particular heroes, then only the ones from Vanilla will show up, and all the Heroes 5.5 Heroes will suddenly disappear from the list.  So this is a two-parter.

A - Is there a way for a particular map to only remove *SOME* of the Heroes 5.5 Heroes, but not all of them?  (for example, I have a constructed map that has no Fortress towns in it at all and never will - I'd just like to remove the Fortress heroes from the game so they don't clog up the tavern with heroes you'd never want)

B - If A isn't possible, then where can the Hero list be accessed in the Heroes 5.5 files to delete specific Heroes from showing up in any game at all?



#2 - Basically, this question is the same as #1, but for Artifacts.

A - Where is the main directory for Artifacts in the Heroes 5.5 files?  Just so I can remove specific items so they never appear on *ANY* map.  I suppose I'd want to make room however in case any -specific- items have been pre-placed on a map (i.e. I don't want any of the randomly-generated items to include a specific list of items)  My hope is that the items particular to Heroes 5.5 would still appear even if others are removed from the list.

B - Seeing as artifact sets were changed in Heroes 5.5, how can some of them be reverted; OR how can some combinations not produce super-items?  (e.g. Angel Wings is not an item I ever want to see in the game...it just makes playing Heroes 5.5 really cheesy and dull)



#3 - How can I wipe out Town Gate from Heroes 5.5?



#4 - I'm re-arranging some of the spells for my own little mod (I suppose I'll share it when it's ready...) and making them into Fire-Water-Air-Earth sets instead of the current set.  The problem with this of course is that the spell icons don't magically change colours to match their new set.  Where can I access the spell icons and how (or what way is the best way) do I re-color and re-install these icons?  I know that this was done for Arcane Armour and Teleportation, so the possibility is there, I'm just not sure what I'm doing.



Thanks for the help and take care,
-Gidoza

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caracal
caracal


Adventuring Hero
posted January 24, 2019 04:23 PM

I have a question regarding situation of Wyngaal vs Raelag. Regarding balance shouldn't their specializations nullify each other? Wyngaal is is the most OP hero in H5 according to common belief. I thought that addition of Raelag to the game gives a dungeon a bit of chance when facing off him but my calculation suggests that on lvl 30 Raelag decreases enemy's initiative by 8% while Wyngaal's specialization inreases it by 15%. Almost double. I was wondering if there was any reason for you not to nerf him a bit more or buff Raelag's specialization to match Wyngaal's. I did play Raelag vs Wyngaal and I won purely thx to staff of Netherworld which decreases enemy initiative by another 20% but that was luck that I found it on the map. Are there plans to addressing Wyngaal's specialization in the next patch?

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Gidoza
Gidoza


Known Hero
posted January 24, 2019 05:47 PM

caracal said:
I have a question regarding situation of Wyngaal vs Raelag. Regarding balance shouldn't their specializations nullify each other? Wyngaal is is the most OP hero in H5 according to common belief. I thought that addition of Raelag to the game gives a dungeon a bit of chance when facing off him but my calculation suggests that on lvl 30 Raelag decreases enemy's initiative by 8% while Wyngaal's specialization inreases it by 15%. Almost double. I was wondering if there was any reason for you not to nerf him a bit more or buff Raelag's specialization to match Wyngaal's. I did play Raelag vs Wyngaal and I won purely thx to staff of Netherworld which decreases enemy initiative by another 20% but that was luck that I found it on the map. Are there plans to addressing Wyngaal's specialization in the next patch?


Maybe I'm understanding things incorrectly, but I thought Raelag's speciality decreased initiative, while Wyngaal's speciality gives an initiative *bonus* for the beginning of combat only - that is, that Wyngaal's troops don't actually have increased initiative, but all have a variant of the perk Swift Mind being applied to them.

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caracal
caracal


Adventuring Hero
posted January 24, 2019 06:13 PM
Edited by caracal at 18:16, 24 Jan 2019.

Holy  crap you are right. I misinterpreted his specialization. I thought it's permanent bonus to initiative. I read it again and you are right it's only for the first round. In this case I think Shadya with specialization Chosen of Chaos (doesn't allow enemy to use tactics in combat) could be potentially better counter to Wyngaal. What are your thoughts?

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DeepLord
DeepLord

Tavern Dweller
Skeleton
posted January 24, 2019 07:04 PM

Difficulty:

We can set the difficulty level of the map, but their starting resources are unliner. The Normal is so easy, even with the Impassible lookahead deep, but the Hard is realy hard even against a less claver enemy. The current resources are:
Normal: 30, 15, 30.000
Hard: 20, 15, 20.000
Heroic: 20, 15, 20.000
Impossible: 10, 5, 10.000

I think the Normal is OK and the others need some change:
Normal: 30, 15, 30.000 (remained)
Hard: 25, 15, 25.000 (buffed)
Heroic: 20, 12, 20.000 (nerfed)
Impossible: 15, 10, 15.000 (buffed)

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted January 24, 2019 07:37 PM

Lookahead depth makes the AI think more (and more thorough) on his turns and has nothing to do with map difficulty. Frankly I am not even sure how much this impacts the game as MMh55 AI cheats anyway because it cant compete with human players.

Starting resources are fine as they are now. The current PvP map and difficulty standards are:
- monster strength: very strong
- game difficulty: hard

It is being tested multiple times by many people and no one has given any reasonable opinion why to change them. I personally have tested difficulties about 100 times with different races and hero builds.

For very professional play where every single choice and resource point matters game difficulty can be heroic but map clearing will be very slow.

Impossible is exactly what is meant to be - Impossible.
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted January 24, 2019 08:58 PM
Edited by dredknight at 20:59, 24 Jan 2019.

DeepLord said:

Estates: It gives you 250+25/knowledge gold/day what is so much. This ability was good even without the knowledge bonus. Now it is clearly overpowered. I suggest to nerf its bonus to 200+10/knowledge.


A bag of gold gives 500 gold. To get this with a hero you have to have 10 knowledge. To get to 10 knowledge you have to level up your hero somehow if it is not your main (artifacts or governor).

Based on experience gold is always not enough even if I have 2 heroes with estates. Usually I get ahead with gold around end of month 5, beginning of month 6 and I say this with doubt.

The highest the bonus can get in a normal game is about a 1000 per day (30 knowledge *25 + 250 gold) which is what Town Hall gives you. So basically at high levels the skill gives you half a town gold per day. For reference I use 30 knowledge because almost no heroes go that high in that stat and if they suffer in other departments.
DeepLord said:

Mining:It gives a random bonus... I suggest to change it, like: It gives the resource what you have the least.



I cant agree with that. @Gidoza explained it very well.

Scolar: It can be useful so rarely, so it needs a buff: It also gives you a knowledge and gives for every hero who this hero meets. (Instead of Enlightenment gives so much. I've written its change suggestion already.)
DeepLord said:

Mentoring: +10% exp for a secondary hero isn't so much, I think its bonus should be 20% for worth to use.



I dont understand the reason on why it should be 20%, could you elaborate? The skill may seem week but it is not because of how leveling system goes. The higher the level the bigger the experience gap. For example:
lvl 1: 1000
lvl 2: 2500
lvl 3: 5000
lvl 4: 10000
lvl 5: 15000
lvl 6: 22500
lvl 7: 27000
lvl 8: 35000
Lvl 9: 45000
Lvl 10:57000

10% of lvl 10 is 5700 which is level 3. Now imagine your main hero is lvl 30, 10% will be something like lvl 10-12. Higher than 10% will allow a player to abuse lvl related secondary skills. For example:
- necromancers' dark energy
- free unit specializations
- Estates and mining
- artifacts unit and resource income per week

DeepLord said:

Counterspell: You need to chose so many magic ability for pick it. So your hero is already a good caster. And you waste your turn and double mana just for negate the enemy hero's spell. I think it not worth. Its mana cost shouldn't be double.

If Counterspell takes less than 1 turn it will be the best perk in the game as it hard counters 1/3 of all heroes in the game. Imagine you go first and cast "Counterspell". Than your opponent casts a spell but fails, than it is your turn again and use "Counterspell" and so on. This is a situational perk.

Not all skills and perks are equal, some are stronger others are weaker but in the grand scheme of specific skill tree the strength is balanced. Regarding Sorcery - The skill is extremely potent by itself, so the perks have to be weaker to compensate. As you can see all situational perks are at the end of the branch. Just look at what sits on the end of every sorcery branch. All T1 are common ones that are utilized even if not necessary, but skills like "Mark of the sorcerer", "Counterspell", "Refined mana" can be considered useless in most builds but also considerably useful in narrow situations.

DeepLord said:

Intelligence always gives you -1 max mana. E.g.: you have 10 knowledge and pick this ability and you will have 139 max mana instead of 140. I have lost battle because of this mana missing... Multiplaying by 1.4 isn't a big challenge.

The -1 mana thing is bug. Besides not liking the 1.4 modifier I dont see your point.

DeepLord said:

Recruitment: Its bonus is so low, and gives only what the hero is in the town at the new week. I think Its bonus should be gives in 50 untis radius for the Governors and it shouldn't be a started ability. Your starter hero won't be governor, so won't be in the town all the time. Dear Sorgal starts with this ability... Basic Combat would suits to him much more. And Recruitment's bonus should be at least (5;3;1) instead of the current (3;2;1).


Depends on who you are speaking to. The bonus cannot be changed because of Dungeon. Their 1-3 tiers have nearly half the growth numbers of other factions so the bonus is way better for them.

The "have to be in town" rule is hardcodded so nothing we can do about it.

This is a must pick skill for me in every governor of every town.

DeepLord said:

Skills:

New magic school: Learn one magic school is worth almost always. But you can't do double magic per time if you have double magic schools... Learn more types of magice scools worth much less. I suggest to add an additional +1 spellpower per every new type of magic school skill learned (not for the primer type).



I find it hard to understand the meaning behind "New magic school". Could you elaborate ?

DeepLord said:

Shatter magices: I've changed the solution suggestion about them, but I still think these are so bad in their current state. I just tell s short story:
I know that the enemy has Dark Magic. I learned Expert Shatter Dark against it. The enemy used Frenzy (as I expected) and my troops just killed each other. There were absolutly nothing better than without this skill. No effect.
I suggest a much simplier (not based on spell level), easier to calculate and much more more effective suggestion: It negates each first (1;2;3) enemy spell from the school in the battles. Even the caster troops' spells.



Shatters are hardcodded so there is nothing we can do about them (the skill and all related Tier 1 perks spell related functionality).

Now your example does not represent the reality because it was tested by half the community at that time. Now I will explain why by using your example - Having Expert Shatter Dark against a hero that has focused only in Dark will absolutely demolish him because good dark spells are very expensive and take a lot of spellpower be effective. True frenzy works always no matter of the spell potency but have in mind the following:
- the spell is extremely, extremely expensive. At 40 mana the enemy wont be able to last long enough without replenishing mana.
- Shattered frenzy makes the unit deal up to 50% less damage!
- Frenzy damage was significantly nerfed after hero Attack/Defense bonus nerf. 1 point of attack/defense gives 2.5% bonus damage/reduction. In ToTE the values were 5% so imagine how this benefited Frenzy.
- Focusing on Frenzy no other spells are casted (like slow, weakness, puppet or other debufs).
- If what I said above is not enough, there are 2 ways to disable Frenzy in the battle. I challenge you to find them.

DeepLord said:

Occultism: I've already written about its spellpower bonus, but here are an other thing. It negatces the enemy magic resistance only against Destructive Magic. I think it should negates all kind of magic resistance. It could be very useful for dark Magic, but this kind of bonus doesn't helps for Dark Magic...



DeepLord lets call it a truce here . Read the skill description very carefully. The skill gives 1 spellpower for every 4/3.5/3 levels if you dont pick Destruction skill.

The standard penetration bonus way of working is hardcodded, this is why it works for destruction only. The skill itself is very very powerful for any type of dark mage build as follows:
- Dark + Expert Occultism (lvl 30 is +10 sp) + Pariah (+ 10 SP) - here you get + 20 SP bonus for dark in total. Pretty great?
- Destruction + Occultism + Empowered spells - this is obvious
- Summoning + Occultism + Consume corpse + empowered spell - Occultism penetration benefits Firewall also you get +10 spellpower.
- Light + Occultism + Dark ritual/Consume corpse - Keeps the mana flowing and + 10 bonus SP if going for that uber high tier Light combo. Dark ritual/Consume corpse keep the lights on through the battles.
- Knowledge based hero + occultism +  Cultmaster - This is a favorite build of mine it is awesome if you know what other skills to pick around it. I wont spoil why is it good. Play with it, think on it.

DeepLord said:

Hero specialitis:

'Less damage is suffered from distance attacks 0.75/level.' It gives 15% range damage bonus on level 20. For comparison Crag Hack increases your (any) range and melee (what is much more important) attacks by 20% on level 21. Theres no words. I suggest to double the bonus of this type of hero specialization.



Actually at lvl 21 Craig bonus is 1 + 3x1 = 4 attack. 4*2.5% = 10% attack bonus.
At lvl 30:
- "less dmg is suffered from distant attacks" reduces shooter damage 22.5%
- Craig hack bonus will be 5*2.5% = 12.5% damage bonus to all army units.
DeepLord said:

And a question:

There are BackPack artifacts, which are limited to one artifact per resource type per hero. How can I chose which could be active? I have found no description about it.

Actually I dont know. If there is an answer at all, @Magnomagus is the only man to have it.
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DeepLord
DeepLord

Tavern Dweller
Skeleton
posted January 25, 2019 11:43 AM
Edited by DeepLord at 11:56, 25 Jan 2019.

Thanks for your answer Dredknight!
Here are my comments:

Estates: As @Gidoza explained it very well, this skill needed 3 levels in Heroes 3 for get the 500gold/day. Here it needs only one level, and can give much more. I had hero with 30 knowleadge with this skill(was realy OP), but it is still useful with much lower knowledge.

Scolar: You haven't commented it. Gidoza also agree about its low power. We won't use the skills after this (e.g. mentoring) before it is still not worth to learn.

Counterspell: Many be it needs a completion: It can be used only once per battle. But it is just don't worth to use with a high level magic hero who is able to learn this skill.

Recruitment: Yes, it is much better for the Dungeon, but still worse there then an estates anywhere.

New magic school: The First magic type what is in the hero's skill page is your first magic school. The others could get the SP bonus, what I wrote about.

Negates Frenzy: Inquisitor, Paladin's Lay Hands, Goblin Witch-Doctor, hero with Cleansing, maybe one of the druids and the Shield of the Dwarven Kings can do it. But only the last defends you always, the others mostly are too late. This shield isn't even exists on all the maps...

Attack: I read somewhere that when you do attack and your attack piramy skill is higher than enemy's defense it gives you 5% bonus per difference, and when your attack is lower, it gives you -2.5% damage decreasing. May be it also has been changed...

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thGryphn
thGryphn


Promising
Famous Hero
posted January 25, 2019 01:36 PM
Edited by thGryphn at 13:38, 25 Jan 2019.

Estates: You can't compare H3 economics with MMH5.5 economics.

Attack/Defense: It's 2.5% both ways in MMH5.5, down from 5% both ways.

Scholar: I like the idea for +1 Knowledge for the hero AND all heroes he meets WITH A LOWER LEVEL than he is, but effect must be once per hero. Otherwise, 5 heroes all with Scholar can give each other +5 Knowledge.

Edited: Teaching another hero +1 Knowledge makes sense only he is the Sensei.

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