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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Enhanced Magic Skills Mods
Thread: Enhanced Magic Skills Mods This thread is 6 pages long: 1 2 3 4 5 6 · «PREV
RerryR
RerryR


Known Hero
posted September 28, 2017 10:10 AM
Edited by RerryR at 19:06, 02 Oct 2017.

orc said:
Hello,

I liked blood lust. How much attack does it gain for every stack slalin?

I think the other stuff are a bit too OP lol (I play vs ai and he cast implosion all day, and he kill 200 gryphons, if he had double damage sorcery he will kill all 200 gryphon with 1 shot lol, and wisdom, and scholar lol)


On expert, Bloodlust gives you +6 attack on hand to hand damage.
With improved you will ged additional +5 only for the round in which you cast it. And then i think it was +3 attack for you creature if it kills a complete stack.

Sorcery damage buff makes more sense if you have other mods activated which increase the life of creatures.

Edit1:
Updated Improved Spells to V.2.03
- activated Firewall again, i think i found a fix
- some minor code optimizations for offensive spells

Edit2:
Updated Improved Spells to V.2.1
- Reworked Mirth spell. Instead of Fly, now if creatures get moral and mirth was cast the deal extra damage based on your spell power. Only works in the round in which the creature had morale and only for attacking.
- Cleanse now works much smoother (no time delay anymore). Very happy because it was difficult to code.  
- fixed some bugs with wrong arrays. The error with SN:M definitely gone now!!! Because i removed it.
- Some bonuses worked without the spell beeing cast. E.g if the creature or artifact gave the buff. Now spell has to be cast in the battle to get bonus.
-Reworked Fire Shield, now chance to summon Fire Element when attacking a unit with Fire Shield. Chance is 20% +SP from hero. Before it didn't work well.

For next updates i will rework some spells with fresh and better ideas

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AlfWithCake
AlfWithCake


Adventuring Hero
posted October 02, 2017 12:21 AM
Edited by AlfWithCake at 00:24, 02 Oct 2017.

 Is it possible to know level of spell with "spell trainer" mod?

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RerryR
RerryR


Known Hero
posted October 02, 2017 10:09 AM

AlfWithCake said:
 Is it possible to know level of spell with "spell trainer" mod?


For now only indirectly. When in combat and spell levels up it says in battle log "Spell deals now 104% damage" Every level adds 4%.

For buffs/debuffs it's a bit different. For Shield spell at level up, it will say. "Shield now reduces damage by 31%". So it's kind of logical.

I agree it would be nice if you could rightclick in Spellbook and get the current level. Let's see what i can do.

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AlfWithCake
AlfWithCake


Adventuring Hero
posted October 03, 2017 12:29 AM

I don't know if you know about this, but if you cast slow 2 times with "spells improved" you will reduce enemy speed by 1 twice. After turn ends, enemies speed will be increased only by 1, not by 2. YOu can get any enemy to have 1 speed. Same for blessing and haste and spells with similar effect.

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RerryR
RerryR


Known Hero
posted October 03, 2017 09:33 AM
Edited by RerryR at 21:21, 11 Oct 2017.

AlfWithCake said:
I don't know if you know about this, but if you cast slow 2 times with "spells improved" you will reduce enemy speed by 1 twice. After turn ends, enemies speed will be increased only by 1, not by 2. YOu can get any enemy to have 1 speed. Same for blessing and haste and spells with similar effect.


Hi thanks for testing,
but i assume this is only possible if you can cast twice per round (with Mod) right? I thought it's very unlikely that someone would da that, because there is no need to cast two blessings in one round
But still, i think i can fix it.

Edit:

Improved Spells Update 2.15:
- better compability with double cast Mod
- fixed Improved Teleport for defender side

Dropbox Link: https://goo.gl/G5dFhK

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