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Heroes Community > Library of Enlightenment > Thread: Magic Schools Better than Armorer & Offense?
Thread: Magic Schools Better than Armorer & Offense?
Orc
Orc


Famous Hero
posted December 16, 2019 08:53 PM
Edited by Orc at 21:03, 16 Dec 2019.

Magic Schools Better than Armorer & Offense?

Hello,


I just realised  offense is like only 6 attack skill. fire magic with blood lust serves same purpose. Mass bless can have similar effect or even better.


as for armorer, it can be replaced with:
Weakness/stoneSkin/Shield/Airsheild/Forgetfullness/Curse
all of these are better than armorer.

only cases where armorer is better than StoneSkin is when defense is already max of 28 or when the enemy has 20 more attack than you.

when attack equals defense then armorer and stone skin are of equal benifit.


so magic schools are imba. Their only worse than Armor and offense in 2 ways: mass dispel and specialties (Tazar crag)

but if I know my enemy is barbarian, then there is no need for armorer (also I play cast 2 spells mode, which makes armorer even worse).


what do you think?
I guess no one will have time to keep casting any of these good spells because they are too busy mass hasting and mass slowing.

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Gandalf196
Gandalf196


Disgraceful
Supreme Hero
posted December 16, 2019 09:05 PM

The real "trick" about RPG and strategy games, imho, is to "hide" the numbers beneath well crafted abstractions, so that one cannot make such direct comparisons, avoidind, thus, the reduction of the fantasy setting to a mere numbers game.
Take for example the teleport spell: how much is it worth in terms of attack or defense? (you cannot make such a equivalence). Besides, teleporting is something that a wizard could certainly do, while leading their troops is something a knight would be more more keen to do. That said, I believe the particular fact you appointed shows how badly designed the magic aspect is in Heroes of Might and Magic III.
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Orc
Orc


Famous Hero
posted December 16, 2019 09:24 PM
Edited by Orc at 21:26, 16 Dec 2019.

Gandalf196 said:
The real "trick" about RPG and strategy games, imho, is to "hide" the numbers beneath well crafted abstractions, so that one cannot make such direct comparisons, avoidind, thus, the reduction of the fantasy setting to a mere numbers game.
Take for example the teleport spell: how much is it worth in terms of attack or defense? (you cannot make such a equivalence). Besides, teleporting is something that a wizard could certainly do, while leading their troops is something a knight would be more more keen to do. That said, I believe the particular fact you appointed shows how badly designed the magic aspect is in Heroes of Might and Magic III.


In my eyes, teleport isnt too difficult to measure.

its literary worth Ballistics + Expert air magic.

I dont need to haste my zombies if I can teleport them. I also dont need to break the gate.

Catapult only rule will be to break arrow towers and prevent prolonged battle.


Honestly, water magic outclass air in nearly every aspect.
Cure>slow
Forgetful>air shield
prayer ~ haste.
Mirth > fortune
Misfortune>fortune

Bonus clone and teleport on top of that. Only air advantage is counterstrike perhaps? and the dmg spells.

I guess im settled for Earth/Water/Fire. Air is just the cherry on top of the cake.

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Casper96
Casper96

Tavern Dweller
posted December 16, 2019 09:35 PM

But ... when I have armorer, or offense, or both, they work on every single blow by every single unit every round of every battle, rather than having to use one of my once-per-round spells to get the impact.

In actual battle situations, it's almost always consider slow first, then haste, then everything else. Mass slow makes a huge change in your army's chances, with mass haste very powerful if timed correctly.
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Orc
Orc


Famous Hero
posted December 16, 2019 09:42 PM

Casper96 said:
But ... when I have armorer, or offense, or both, they work on every single blow by every single unit every round of every battle, rather than having to use one of my once-per-round spells to get the impact.

In actual battle situations, it's almost always consider slow first, then haste, then everything else. Mass slow makes a huge change in your army's chances, with mass haste very powerful if timed correctly.


ya, the most boring thing about heroes 3 is the mass-slow mass-haste cycle LOL

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Doomforge
Doomforge


Admirable
Undefeatable Hero
Retired Hero
posted December 17, 2019 08:44 AM
Edited by Doomforge at 08:45, 17 Dec 2019.

You can bait mass slow and blind his powerstack. Quite a crappy situation to be in if the speed cycles allow you to perma-paralyze his best unit.

To answer the question: yes earth > armorer, but you can have both.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 17, 2019 08:55 AM

Orc said:
Honestly, water magic outclass air in nearly every aspect.

DD and fly find that statement amusing ^^
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Orc
Orc


Famous Hero
posted December 17, 2019 10:26 AM

Elvin said:
Orc said:
Honestly, water magic outclass air in nearly every aspect.

DD and fly find that statement amusing ^^


I never use these things.

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monere
monere


Bad-mannered
Supreme Hero
posted December 17, 2019 10:47 AM

Orc said:
I never use these things.
still, they are the reason why AM is so strong
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Orc
Orc


Famous Hero
posted December 17, 2019 10:56 AM

Doomforge said:
You can bait mass slow and blind his powerstack. Quite a crappy situation to be in if the speed cycles allow you to perma-paralyze his best unit.

To answer the question: yes earth > armorer, but you can have both.


but then next round he will cast cure, and when that happens, AA will again be first unit to act, right?

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Hourglass
Hourglass


Famous Hero
posted December 18, 2019 05:23 PM

Orc said:
Hello,

I just realised  offense is like only 6 attack skill. fire magic with blood lust serves same purpose. Mass bless can have similar effect or even better.




Offence is slightly better than 6 attack because of how the damage is calculated, and the bonus damage doesn't have it's damage limited, if you're having loads of attack compared to the opponent's defence.

The fact that you can only cast one spell per turn makes any passive gain of primary stats really good. You see, Bloodlust has a great effect, but you never have time to cast, because you have to prioritize your spell usage, and even if you somehow had a turn cast any non-haste, non-prayer buff, there would always be Dispel to ruin your plans.

So secondary skills like Offence, Armorer, Intelligence and Archery to some extend are really valuable because of the meta-game reasons.

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Orc
Orc


Famous Hero
posted December 18, 2019 06:19 PM
Edited by Orc at 18:20, 18 Dec 2019.

Hourglass said:


Offence is slightly better than 6 attack because of how the damage is calculated, and the bonus damage doesn't have it's damage limited, if you're having loads of attack compared to the opponent's defence.

The fact that you can only cast one spell per turn makes any passive gain of primary stats really good. You see, Bloodlust has a great effect, but you never have time to cast, because you have to prioritize your spell usage, and even if you somehow had a turn cast any non-haste, non-prayer buff, there would always be Dispel to ruin your plans.

So secondary skills like Offence, Armorer, Intelligence and Archery to some extend are really valuable because of the meta-game reasons.


kinda agree with everything. even with 2 spell cast script, I rather do sheild and curse.

Though vs barbarians and Overlords they will not have mass dispel

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Wyrmlord
Wyrmlord

Tavern Dweller
posted December 19, 2019 03:03 PM
Edited by Wyrmlord at 15:03, 19 Dec 2019.

I don't know why I keep reading the thread title as "Magic School Bus."

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CountBezuhoff
CountBezuhoff


Supreme Hero
Nihil sub sole novum
posted December 19, 2019 08:54 PM

Gandalf196 said:
I believe the particular fact you appointed shows how badly designed the magic aspect is in Heroes of Might and Magic III.


That's what makes it so much fun, don't you think?

The Count
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