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Heroes Community > Summoners Academy > Thread: Creature Quest Discussion Thread
Thread: Creature Quest Discussion Thread This Popular Thread is 142 pages long: 1 20 40 ... 56 57 58 59 60 ... 80 100 120 140 142 · «PREV / NEXT»
lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted March 17, 2017 11:15 AM
Edited by lordgraa at 11:18, 17 Mar 2017.

I am still waiting for my Phoenix to be awakened (looking at you essences!) so I cannot help you with the testing atm.

But what I can (or could?) do is to ask you again, dear devs, for combo dots locking mechanism. What is it?

Simply: you have 4 dot creature and you want to re-roll some of those dots for your team better effectivity. What happens now is complete RNGasm as the re-roll will apply on all dots. But with locking mechanism you just LOCK the dots you do not want to be changed and then proceed as normal, re-rolling the rest.

I wasted 20! re-rolls on my 4dot creature to get the right combination. And I wanted only 2 dots to change...

I hope you understand my frustration

This, together with the marketplace would be a dream comes true for me in CQ!
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Wryn Pendragon: Umbramancer (H7 community project)

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 17, 2017 11:20 AM
Edited by Galaad at 11:26, 17 Mar 2017.

@LordGraa

Yes actually I have already suggested something here on this matter (damn, was it on page 6 already? ), this was HD's response.

Galaad said:
- Combo rerolls, I find it a bit expensive for random. It's good, because when it works it's really great, but sometimes you just keep rerolling. For instance I got lucky enough to have a creature with four dots, but one is doubled, the other threes though, well my main team is a bit built around it because of the combo multipliers, so I'd like to change just one, I don't want to random reroll all fours, since 3 out of 4 I want to keep. So what about also allowing to choose which dot(s) you want to replace (while keeping the rolling random), saving the other ones as they are? Of course the diamond cost would be higher.

HungryDragon said:
- That's an interesting idea on the rerolling.  I can bring that up with the designers.


Did he though? But at any rate any change/tweak in design takes time to implement. First to conceptualize the way to do it, then to code and bugtest.
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hayenne
hayenne


Known Hero
posted March 17, 2017 11:51 AM

Lunatic said:
If I am right that is not a bug,just a usual setting and around a bit longer already...would need a screen of the awakening skill though to be sure

Greetings
Luna


Hey Luna, you are new to the forums, AxeTerio did a great job collecting the awakening bonuses
here


lordgraa said:
I am still waiting for my Phoenix to be awakened (looking at you essences!) so I cannot help you with the testing atm.

But what I can (or could?) do is to ask you again, dear devs, for combo dots locking mechanism. What is it?

Simply: you have 4 dot creature and you want to re-roll some of those dots for your team better effectivity. What happens now is complete RNGasm as the re-roll will apply on all dots. But with locking mechanism you just LOCK the dots you do not want to be changed and then proceed as normal, re-rolling the rest.

I wasted 20! re-rolls on my 4dot creature to get the right combination. And I wanted only 2 dots to change...

I hope you understand my frustration

This, together with the marketplace would be a dream comes true for me in CQ!


I find it very unlikely to happen due to the way VC makes money off diamond sales. We cheapskates better off adapt
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Mahoney

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 17, 2017 12:55 PM
Edited by Galaad at 12:59, 17 Mar 2017.

hayenne said:
I find it very unlikely to happen due to the way VC makes money off diamond sales. We cheapskates better off adapt


I don't think having this feature with a higher diamond cost will reduce diamonds sales. Also I would bet the promotions are more than profitable since you can buy them a limited amount of time only.
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markmasters
markmasters


Famous Hero
Dragon of justice
posted March 17, 2017 01:01 PM

If money is the problem they could even add a new level of 'reroll'. Keep the old one  as it is, give the new one the ability to 'lock' dots you like....Quality over quantity

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hayenne
hayenne


Known Hero
posted March 17, 2017 01:36 PM
Edited by hayenne at 13:36, 17 Mar 2017.

Oh I am also concerned because of the balance reasons such a way will allow quick composition of the matching dots and will surely improve offence which is already strong.

---
I seem to have hit some sort of a lucky streak this week:


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Mahoney

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 17, 2017 01:39 PM

hayenne said:
such a way will allow quick composition of the matching dots and will surely improve offence which is already strong.


That's a good point.

Quote:
I seem to have hit some sort of a lucky streak this week


Holy ****!
Quick max them out farm Tower to awaken, these will certainly improve your dungeon defense.
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markmasters
markmasters


Famous Hero
Dragon of justice
posted March 17, 2017 02:04 PM
Edited by markmasters at 14:07, 17 Mar 2017.

Woah you guys! When it's my turn?


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Rakshasa92
Rakshasa92


Famous Hero
posted March 17, 2017 02:05 PM

Well players of 30 till 110 also have the Knight, so it must have been more recent or they just play slow.

I never had any trouble with fighting a stegosaurus myself, they are rare in my battles though, and my own stegosaurus dies like a whimp during assaults on other players, especially against phoenix and knight, but those shouldn't be so effective against my stego.

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hayenne
hayenne


Known Hero
posted March 17, 2017 02:07 PM

Oh I already have besides a 3 dot max awakened Ant and a Kitten Sorcerer... and a 3d Wildkin... and a 3d Emberwing... and a 3d Hypnotoad (almost max awakened). I surely spend enough time there It does seem to me that certain creatures are much better suited for defence (say, Ant or Hypnotoad) than the rest. For example, Emberwing is pitiful with his damage row for 110% * 700 PWR (max awaken).


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Mahoney

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markmasters
markmasters


Famous Hero
Dragon of justice
posted March 17, 2017 02:09 PM
Edited by markmasters at 14:10, 17 Mar 2017.

Rakshasa92 said:
Well players of 30 till 110 also have the Knight, so it must have been more recent or they just play slow.

I never had any trouble with fighting a stegosaurus myself, they are rare in my battles though, and my own stegosaurus dies like a whimp during assaults on other players, especially against phoenix and knight, but those shouldn't be so effective against my stego.


I actually think that is mostly balanced, The stego is a monster in defending and the knight is pretty good too.

I think the knight is only so-so when assaulting though especially against other boss waves just like the stegosaurus.

Every creature must have it's weakness and strengths.

Anyone tried out the sludge hulk yet? I'd like to see some results

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Rakshasa92
Rakshasa92


Famous Hero
posted March 17, 2017 02:09 PM

WHen I got to my boyfriends home later this day I will do my 800-multi summon (hopefully for a slime hulk or Forest giant)

If there isn't a legendary boss in this summon I will NEVER do the 800 diamond summon again.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 17, 2017 04:11 PM

Guys, do you think the current event is worth farming? This two-headed orc doesn't look too impressive to me, but got a three dots one so hesitating.
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dulkan
dulkan


Known Hero
posted March 17, 2017 04:21 PM bonus applied by Galaad on 02 Aug 2017.
Edited by dulkan at 08:37, 27 Apr 2017.

So, here is the

Guide to attributes and damage calculation

The six attributes are Hit points (HP), power (PWR), attack (ATK), defense (DEF), luck (LUC) and Mana (MP)

PWR
Is used to determine the damage/healing of all basic attacks as well as most special attacks. It's easily the most important stat for most characters due to its very direct effect.

HP
The health of the creature, the primary defensive stat, more HP allow a creature to take more punishment

ATK
is used to overcome enemy defense, detailed information in the next section.

DEF
is used to reduce damage taken.

LUK
A comparison of the attackers luck vs the defenders luck determines both the chance to crit and the chance to inflict a debuff. I have no idea about the actual numbers, but a creature with low luck is more likely to get crit than a creature with high luck.
I want to stress again, the comparison is what matters. If attacker and defender have the same luck, the chances will be the same, no matter whether both have 100 or 2000 LUK. A creature with 2000 LUK will have a higher crit chance vs a creature with 500 LUK than vs one with 1500.
Very hard to test this for exact values, but you usually will notice a difference from a couple hundred points difference.

MP
Determines how much mana the creature needs for one charge of its special ability. The lower the number, the better.


How do ATK and DEF work?

When an attack occurs the attackers ATK is compared to the defenders DEF. The result is a modifier to the damage inflicted, however, you can never do more dmg than what the base allows(i.e. this modifier can never be greater than 1). E.g. if your creature has 1500 pwr and deals 100% pwr dmg, it can never do more than 1500 dmg, no matter whther it is 10000 ATK vs 0 DEF or 5000 ATK vs. 1000 DEF. On the other hand high defense vs low attack reduces the damage taken by percentage, I've seen as low as 20%. I don't have any exact values here, this would require extensive testing.

The damage number you get as a result of this calculation is what I call base damage.

Abilities, which ignore def, effectively set the enemy defense to 0. Do note, that ignore def is most often very ineffective, as creatures with it also usually have very high attack.


How can this base damage be modified?

Base damage can be modified in three ways: color, crit and combo. All of those except for one are damage increases and a damage increase works additively.

crit
Crit is determined by luck and some special abilities, a crit is a +100% increase in damage. It cannot occur on healing.

combo
Combo is done by using up all the dots of a creature by different creatures, this creates a x2, x4, x8 or x16 combo, which then increases the effect of the ability. Additionally, if a creature kills an enemy while having combo active any subsequent combos this turn get increased by x1.
Combo works on both healing and damage.
x2 = +75%
x4 = +100%
x8 = +150%
x16 = +250%

The calculation is as follows:

multiply the number of your combo by 12.5%, then add +50% as base.
That's the bonus damage you get from combo.

x2 = 75%
x3 = 87.5%
x4 = 100%
x5 = 112.5%
x6 = 125%
x7 = 137.5%
x8 = 150%
x9 = 162.5%
x10 = 175%
x11 = 187.5%
x12 = 200%
x13 = 212.5%
x14 = 225%
x15 = 237.5%
x16 = 250%
x17 = 262.5%
x18 = 275%
x19 = 287.5%
x20 = 300%

The maximum theoretically possible combo is x24 (x16 base, +1 from berserker basic attack, on the battlefield there can be at max 8 enemies, so killing 7 of those with a different is another x7). Realistically, you can expect x18 to be the highest you can see.

strong color
The following attacks are strong: blue vs red, red vs green, green vs yellow, yellow vs blue, white vs black and black vs white.
Doing one of those attacks adds a +100% modifier. This doesn't work on healing.

weak color
The following attacks are weak: red vs blue, green vs red, yellow vs green, blue vs yellow.
Doing one of those attacks halves the damage dealt after ALL other modifiers have been accounted for. It works differently from the other aspects in this segment. Does not affect healing


examples how the modifiers work
for all examples assume a red creature with 1000 pwr and an attack, which deals 200% pwr dmg vs a creature with 0 defense.

attack a red with no crit or combo: 2000 dmg
attack a red with no crit and 2x combo: 2000 + 75% = 3500 dmg
attack a red with crit and no combo: 2000 + 100% = 4000 dmg
attack a red with crit and x2 combo: 2000 + 100% + 75% = 2000 + 175% = 5500 dmg
attack a green with x4 combo: 2000 + 100% + 100% = 2000 + 200% = 6000 dmg
attack a green with x4 combo and crit: 2000 + 100% + 100% + 100% = 2000 + 300% = 8000 dmg
attack a blue with no crit or combo: 2000 * 0.5 = 1000 dmg
attack a blue with x4 combo and crit: 2000 + 100% + 100% * 0.5 = 2000 + 200% * 0.5 = 6000 * 0.5 = 3000 dmg
maximum possible modifier without prior kills would be attack a green with crit with x16 combo: 2000 + 100% + 100% + 250% = 2000 + 450% = 2000 + 9000 = 11000 dmg


How do basic attacks work?

All basic attacks deal a percentage of PWR dmg. This value is the base dmg and they are affected by bonus damage the same way as described above.


soldier: 50%
bruiser: 2x 27.5%
bard: 45%
ranger: 50% (60% vs flying, doesn't work, is bugged)
grunt: 55%
mage: 30% to target, 15% to adjacent
scholar: 15% to row
squire: 50%
warlock: 50%
assassin: 50%
defender: 45%
healer: 45%
hunter: 50%
mystic: 50%
berserker: 45%

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Lunatic
Lunatic


Hired Hero
posted March 17, 2017 04:59 PM

Wow...so atk is mostly kind of useless,I didn't know the value can't go over 1 ...

And i'm impressed dulkan, you really are the one for the statistics, very very good stuff here
That also helps me a lot in terms of building my creatures after I am done changing my thinking process adapting to that information

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 17, 2017 05:09 PM

Very impressive work Dulkan
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hayenne
hayenne


Known Hero
posted March 17, 2017 05:09 PM
Edited by hayenne at 17:11, 17 Mar 2017.

Awesome summary, dulkan, kudos for aggregating it from the chat. Care to add it to the CQ guide thread by markmasters?

dulkan said:
LUC
A comparison of the attackers luck vs the defenders luck determines both the chance to crit and the chance to inflict a debuff. I have no idea about the actual numbers, but a creature with low luck is more likely to get crit than a creature with high luck. Very hard to test this.



Correction: Luck affects not only the chance to land a crit or a debuff, but also the chance to avoid them both.
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Mahoney

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted March 17, 2017 05:12 PM

hayenne said:
Care to add it to the CQ guide thread by markmasters?


I've added it to the OP, no need to double-post.
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dulkan
dulkan


Known Hero
posted March 17, 2017 07:33 PM
Edited by dulkan at 19:46, 17 Mar 2017.

hayenne said:


Correction: Luck affects not only the chance to land a crit or a debuff, but also the chance to avoid them both.


Yes and No. As I said, the attackers and defenders luck are compared, this is the basis, which is used. Naturally higher luck will help you defend against crits and debuffs due to getting a better comparison. The point is, just because you have 2000 Luck  doesn't improve your chance to resist per se, it also depends on the attackers luck.
Granted, I wasn't quite clear in my initial description, I'll update it.




I also noticed basic attacks do not seem to follow that formula entirely, for all the special attacks I tested it was a perfect match, but I noticed my red dragons basic attack hitting a green enemy with x4 combo for 2168, while the base damage is only 468. That's an increase of 363% and I have no idea where that comes from.


Also, we really need numbers for combo x8 and combo x16. Considering the difference between x4 and x4 is quite small, if the increase continues like this (i.e. x8 is +125% and x16 is +150%) I feel x8 and x16 combos are pretty worthless.



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hayenne
hayenne


Known Hero
posted March 17, 2017 08:29 PM
Edited by hayenne at 21:10, 17 Mar 2017.

dulkan said:
Also, we really need numbers for combo x8 and combo x16. Considering the difference between x4 and x4 is quite small, if the increase continues like this (i.e. x8 is +125% and x16 is +150%) I feel x8 and x16 combos are pretty worthless.


My green Centaur (1365 PWR, 2100 ATK) hit a blue creature for 683 damage, then combo'ed (x8) for 1707 damage. That's 125% increase for a plain attack.
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Mahoney

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