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Heroes Community > Library of Enlightenment > Thread: HOMM3 Tactics
Thread: HOMM3 Tactics This thread is 69 pages long: 1 ... 9 10 11 12 13 ... 20 30 40 50 60 69 · «PREV / NEXT»
csarmi
csarmi


Supreme Hero
gets back
posted October 08, 2004 12:20 PM
Edited By: csarmi on 8 Oct 2004

You are wrong.

Lower cap is 30% but the higher one is at 400%.

In other words, the maximum damage bonus is 300% (at +60) and the maximum damage penalty is 70% (at -28). However, luck, armorer and offense is calculated after this cap, so you can do as low as 21% damage with a level 21 Tazar, for example. Note that armorer specialty gets worse if you have high defense (only takes away 4.5% at the extreme case), and the same is true for offense: offense bonus is addad to your damage bonus; an increase from 170% to 200% can be much less than an increase from 100% to 130%.

The most damage you can do is (maxdam+1)*(1+1+4.77) as far as I know (bless+lucky+level 99 crag hack). Add slayer to it in special cases.

That is 27 damage per sprite.

That's for melee damage though, ranged damage can be a lot higher...

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DoddTheSlayer
DoddTheSlayer


Promising
Famous Hero
Banned from opening threads
posted October 08, 2004 04:03 PM

I cant get my head around the maths.
If you have Armour skill is it better for you heros defence to be equal to enemies attack skill or better to be a bit lower?
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Retaliation is for the foolish. Silence is wisdom

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Lancelot
Lancelot


Hired Hero
posted October 08, 2004 04:18 PM

It's better to be as much as possible
BTW, calculating shows that if lvl 20 Crag Hack atacks lvl 20 Tazar, the second will take 1.6*0.7=1.12 of the basic damage.
But practic shows that armoring skill of Tazar lvl 20 absorbs more than 30% of damage.
Who can explain this?
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csarmi
csarmi


Supreme Hero
gets back
posted October 08, 2004 07:05 PM

Mass Sorrow. Actually I was inspired by my heroes 4 experience (there mass sorrow is a great spell to have) and my playing of some high quality maps. To all the newbies out there: try the map "Unleashing the Bloodthirsty" on champion level, that gives a LOT of inspiration. The campaign "Eternal Love" helps a lot too. If you can beat those maps, you really know something, or at least you learn in the process.

AI attacking preferences. I think you must be right Xarfax, especially with the first point. That's why the stupid AI does not finish off your almost dead angel and starts hitting another one. I thought it was simply that it does less damage (since my 46 hp left is less damage as the 91 it would be able to do to my other angel). Not so sure now, however.

Candy strat. I think even the name is from you. I thought I'd repost it from another point of view - with the aim of protecting archers from really fast units.

Warcraft.
I would even add that Warcraft AI IS challenging, not an easy to defeat it. Being able to do it 90% of the time really means something while in h3 it is not the case. (real time helps AI a lot)

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LordLazy
LordLazy


Promising
Famous Hero
Wood cleaner
posted October 10, 2004 02:48 AM

Fixed maps? :-/

I got a question directly for you vets around

I'm a random player only at the time beeing, so If I sometime would end up having to play another player on a normal toh map, I would be really screwed lol. The reason why I started playing random only when I joined this community a few years ago, were the fact that I always lost on fixed maps lol

So, my point of this is that I really want to train a little on some of the most popular maps, but wont be as useful for me if I train on the wrong things, doing the wrong moves and prioritating incorrectly.

I hope some of you have time to give a little briefing on what's important on some of the maps, maybe a few little tiny tricks you use too? If that would not be too much of course

Regards
LL

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DoddTheSlayer
DoddTheSlayer


Promising
Famous Hero
Banned from opening threads
posted October 10, 2004 05:36 PM

Quote:
Quote:
That's why the stupid AI does not finish off your almost dead angel and starts hitting another one. I thought it was simply that it does less damage (since my 46 hp left is less damage as the 91 it would be able to do to my other angel).


..oups, maybe my description was a bit misleading (bad english sorry).

What i meant was the comps tries to attack stacks which let survive the attacking stack its retaliation... means: 10 Halbediers attacking an angel and get totally destroyed = dont attack, 10 Halbediers attacking a champion loosing 5 Halbediers, but 5 still alive = preferred attack.


Is there anywhere that i can get info on the differences in the way the A.I acts from one difficulty setting to the next. I asume that from 100- 200 that A.I acts differently.
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Retaliation is for the foolish. Silence is wisdom

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JohnStalker
JohnStalker

Tavern Dweller
posted October 10, 2004 08:27 PM

please tell me xarfax, how do you kill a utopia with just hydras and dragon flies on 130%. Plsssssssss
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LordLazy
LordLazy


Promising
Famous Hero
Wood cleaner
posted October 11, 2004 12:55 AM

I would love to learn Giant war and desert war maybe? All hints that would make me learn this faster will be very appreciated

thx

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Lancelot
Lancelot


Hired Hero
posted October 11, 2004 09:32 AM
Edited By: Lancelot on 11 Oct 2004

TO FRANK

Hey Frank!
Thanx for "Playing Tower" topic! It's VERY interesting!
Now I (as little lmao ) ask you the following thing. I know that the real great players as you, Frenzy, Saint or some others use this tactics:
Playing 160% and lesser day 1 you buy 5-7 heroes and use the tactics of lots of heroes. You move an army from one hero to other to take all you need as fast as possible. Next day you move army back to the main hero. And some of the heroes use their own army and fights independent from your other army. But even week 2 you have the great high-level main hero with lots of wyverns and angels.
Same tactics was used FrenzyDragon against me playing 200%! He had much more powerful main hero than me and had about 7 heroes week 1.
So Frank please explain in detail how to use "lots of heroes" strategy and have a great main hero playing this style?
P.S. Yes, I know that the most impotant is not to lose units. I lose them very little, but can't play this strategy correctly
P.P.S. I play random maps only, but if you play fixed, please explain even about them
P.P.P.S. Sorry of my bad english
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DoddTheSlayer
DoddTheSlayer


Promising
Famous Hero
Banned from opening threads
posted October 11, 2004 07:17 PM

Lord Lazy

Warbringer would be the man to ask about Giantwar tactics, if he is still around.
You could ask him in the zone or try to get him to post it in here.
Wouldnt mind knowing more myself.
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Retaliation is for the foolish. Silence is wisdom

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Lord_Woock
Lord_Woock


Honorable
Undefeatable Hero
Daddy Cool with a $90 smile
posted October 11, 2004 07:26 PM

Quote:
...this goes back to the good old days of Heroes 2 years ago. In Heroes 2 there were 2 arts that I can remember that had negative effects on your hero ...so if you were stupid enough to pick that dammed fizbin of misfortune all your luck was gone (sneef), and u couldnt even get rid of it... lol .. surely enough noone did take this art more then 2 times if not a complete idiot.
Fizbin of Misfortune, Hideous Mask and Tax Lien

The problem is, some maps had events that gave you one of those I think they could also be found in treasure chests. Looks like it's high time to play some more HoMM2 lol.
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Yolk and God bless.
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Frank
Frank


Promising
Known Hero
posted October 12, 2004 03:55 AM
Edited By: Frank on 12 Oct 2004

Lancelot...

You describe very well what is needed to be done week 1.  The main objective though is to explore ahead of your main hero needs.   The first day being the toughest to decide what to do and where to go with your main.  But starting from day 2, moving your scouts first you have to quickly figure out the best route for your main hero xp and primary skills wise.  Keep in mind also that the best things you can do with your main for 1 day isn't necessarly the best thing to do if you are thinking a full week ahead...

By that I mean going off your way to kill horde zombies in an area that also contains things you can't do right now.  Like naga banks or hordes slow level 5 units.  Sure you get good xps out of the zombies but it is better to wait until you can do all the things in such an area before going for it.

So first week you should focuss on bettering your gold income, get all special dwellings and money buildings you can, explore so you go the right places with your main hero and also explore, if possible, the furthest you can towards your opponent in all ways.   I try to first clear the most dangerous threat like a nearby monolith 2 ways to my main castle.

Thats for random maps.  For regular maps you even have to be more precise in all your heroes movement.  I wont go into the details but on such a map as Me vs You I would know within 1 tile or 2 where would exaclty be my 8 heroes day 5 on that map...and if that doesnt scare you enough, I'd also know exaclty where my opponent's heroes could be if he played the best he could...

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted October 12, 2004 11:38 AM

Quote:
.......... but on such a map as Me vs You I would know within 1 tile or 2 where would exaclty be my 8 heroes day 5 on that map...and if that doesnt scare you enough, I'd also know exaclty where my opponent's heroes could be if he played the best he could...



And thatīs exactly the reason, why i donīt play fixed maps anymore.....no surprises....itīs like as 2 comp players play each other..

And please donīt tell me anything about "unbalanced gameplay" on randoms, same u find on fixed maps.
If there is an utopia placed on each area on a fixed map, u have an unbalanced situation.
I played "Time will Tell" against zendy we both cleared the map at the same speed. Last thing to do was an utopia. I went in and found 1 blackdragon. Reward was endless sack of gold, boots of levitation, helm of alabaster unicorn and bird of perception.
Zendy went in and found a FULL tope. Reward was Sword of judgement, Helm of Heavenly Enlightment, Necklace of bliss and tome of earthmagic.

......was a close endfight...
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Better judged by 12 than carried by 6.

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LordLazy
LordLazy


Promising
Famous Hero
Wood cleaner
posted October 12, 2004 11:45 AM
Edited By: LordLazy on 12 Oct 2004

hehe angelito

I must admit I've never been a fan of fixed maps, but played a game with greenock_knight yesterday on "quest for camelot" which were suprisingly enjoying lol. I guess speed is evertyhing on randoms, and even more on fixed maps however, I still believe that I wouldnt enjoy more than a few more games on that same map. Please.. someone do tell me why you want to use your precious time playing the same maps over and over and over again? I've always wondered
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Tagged officially as Noobegian two years ago. This typographic material is strictly copyrighted. All situations containing abuse will be brought to court.

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justdoing
justdoing


Adventuring Hero
#2
posted October 12, 2004 06:03 PM

Quote:
but on such a map as Me vs You I would know within 1 tile or 2 where would exaclty be my 8 heroes day 5 on that map...and if that doesnt scare you enough, I'd also know exaclty where my opponent's heroes could be if he played the best he could...


no thats completely wrong.(i try not to use the word bs)

you put a bad name on fixed maps.

it's like saying that you know exactly where your opponent's pieces are after five turns when playing a game of chess.

take desert war's red as an example for fixed maps, on day 5 in week one my main hero might have not opened the box yet(the latest i did it was on day 6), or my main hero could have the sword of judgement with him already(yes i got beaten up pretty badly when my opponent did that), or my main hero could be on the enemy's well(oh yeah i like rush).

so, never play fixed maps with fixed "rules", be open minded be creative and thatsr why i like them better than randoms, or i shall put it this way: random maps are more fixed than fixed maps

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Frank
Frank


Promising
Known Hero
posted October 12, 2004 11:11 PM

to wrongdoing:

Its completely right.  Desert war is different.   It offers 2-3 avenues.  But even so you'd still have one best option considering what you have at the start.  If your opponent is aware and knows the map well enough he will easily find out what you are up to fairly soon and then it becomes like chess.

I dont give fixed map a bad name.  Fixed maps is what I do best.  My favorite fixed map is 7 lakes which offers 4-5 avenues.  But I also enjoy me vs you and battle for honor maps which offers 1 avenue with very little room for improvisation.  And on those maps I can definitely forsee as if it was a chess game.  For guys who knows chess better than me that is !  

to angelito:

On Time will tell I played not knowing what to do against zues and as in your game we were about move for move except that i never realised there was a tp scroll on the map.  2nd game was against Zendy and in that game it wasnt move for move.  Day 14 I was ready to conquer !
On such maps as time will tell or west vs east there is a timeline.  If you beat the timeline you beat your opponent almost 100%.  Whereas they expect you to pass the gate week 3, do it week 2...

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Tc_Fear
Tc_Fear


Famous Hero
posted October 13, 2004 11:56 PM

frank
Quote:
Desert war is different. It offers 2-3 avenues
battle for honor map, which offers 1 avenue with very little room for improvisation
7 lakes which offers 4-5 avenues


what do u mean....
dw-take art,rush,wait for oponent to come for his art?
so why BOH has only 1 avenue?
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'the only thing necessery for the triumph of evel is for good men to do nothing'
Edmund Burke

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Binabik
Binabik


Responsible
Legendary Hero
posted October 14, 2004 12:47 AM

Frank (and others)

I have a request topic I've seen very little written on. Other than "playing it by ear", something I've never figured out a good strategy for is if/when the main returns to town. Of course this is to pick up spells. They may also get a stat boost, but I wouldn't normally take many steps out of my way for that reason.

Scholar is obvious, but by the time they have a good level, the main could be very far from the guild. And you can't count on even having a scholar. Main taking new towns is same problem, they aren't going to wait around for the build.

Do you plan for a return trip for low and/or high level spells from the start? If you don't get a scholar early, do you dismiss scouts to get one later, or hire/fire from the tavern? Do you leave small fights near town to help the scholar level? Do you try for scholars in each town, or send one around to collect spells? Or do you forget the whole thing and rely on any spells you pick up along the way by various other means?
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Frank
Frank


Promising
Known Hero
posted October 14, 2004 03:13 AM
Edited By: Frank on 14 Oct 2004

Tc_Fear:

DESERT WAR

There are many experts of desert war out there.  This is how I see it. I consider both colors being equal.  Here are the avenues I think are possible for desert war:

a- Get opponent's gold mine and then head strait towards your quest art.  This is what most player do.  Some would even go strait to quest art first, especially when they have dungeon and lighting.  I never understood that strategy because if you face archs, titans or upg dragons you arent going to do it week 1 unless extreme luck with artefacts/main hero skills.

b- Outbuild your opponent, maybe 2nd town with either gorgons, rocs, bone dragons or efreet building as bonus.  With that strategy its hard to be on time at either your quest art or your opponent's quest art.  But you have to confront your opponent with his whole army if you dont move first in battle, no later than week 2 with that strategy.   Also if you take too much time chances are you will face destructive level 4 magics on a soj or HH carrier...

c- Rush week 1.  This is almost only possible with a combo of lighting, at least one sp/know artefact, preferably with a dungeon warlock.  It can be done otherwise but you need very specific things and I prefer to elaborate strategies that will work even if I dont get anything good.  Basicly you try to get to your opponent castle before day 7.  When done properly thats a winning strategy almost all the time.


I believe that you have to pick the strategy that goes with your main hero day 1 and/or with the artefacts you can count on.  If you have shackles strategy b would be my choice.  If I get warlock with the proper arts I feel I have to go for strategy c.

The most interesting games happen when both players pick the same strategy

BATTLE FOR HONOR

I consider that blue has a small advantage on this scouting map.  On such a map you need to be the strongest at the right time.  The first step is winning the scout war.  If you achieve that then you have the edge and if your linking is good you will never lose that edge until its too late for your opponent.  All things being equal there is one race I try to make sure I wont lose.  The race for the best major art of the 2 available. If you control the monastary and central area then you can control the sea too.  So the only viable avenue for that map is to impose your dominance over central and sea area while keeping pressure on your opponent.  If you are successfull doing so, you will have central castle and first visit at the library and your opponent will die slowly but surely.  




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Tc_Fear
Tc_Fear


Famous Hero
posted October 15, 2004 12:58 AM

about DW you are correct and I would add,
one more avenue:
tryin to catch oponent, near his quest art.this isnt used often for red...but for blue, this tacktic, can be outstanding.
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'the only thing necessery for the triumph of evel is for good men to do nothing'
Edmund Burke

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