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Lancelot

 

Hired Hero
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posted October 02, 2004 06:09 PM |
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Heh, with teleport spell Fortress doesn't need anything else taking enemy castle 
And don't tell that dragon flies and wyverns are weak. Drags has 20 hp and borns a lot per week. Wyverns you can take A LOT killing hives, and upgrading taken wyverns.
Plus playing Bron/Tazar or other beastmasters, remember about your defense. With dragon flies and dwelling of them, high-level Tazar can block with them, for axample, all enemy titans + magi for 3+ rounds. During this time wyverns can kill anything, and if fighting not in castle, hydras and gorgons have a time to come and do their work.
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tanjun

 

Hired Hero
Heroes 3 noob
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posted October 03, 2004 03:29 AM |
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Ok, I sort of understand what you mean. However, when I use Fortress troops to attack well-fortified enemy towns, the arrow towers normally shoot the flyers first. If the town is well developed, the damage done by the arrow towers is quite a lot. I remember one incident when I attack an enemy Inferno, the three arrow towers shoot my wyvern monarchs, inflicting a total of 170 damage and hence, two wyvern monarchs have perished. I feel that there is not worth it. Compare mighty gorgons and wyvern monarchs, both monsters have 70 hitpoints. Besides, the mighty gorgon has a defence strength of 16 while wyvern monarch has only 14 defence strength. In addition, the growth of mighty gorgon is higher than the growth of wyvern monarch and thus mighty gorgons are more powerful than wyvern monarch due to quantity. Furthermore, if I move my flyers across the moat and the castle to attack the enemies troops, normally, the AI will utilise all its troops to attack 1 of my flyers.
Also, compare wyvern monarch to any other lvl 6 monsters, it has the lowest hitpoints.
Therefore, I feel that I should not rely on the teleport spell alone and my flyers. I need to have a backup plan to ensure that the damage inflicted to my monsters are reduced to the minimum. The backup plan is to learn ballistic skill.
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tanjun

 

Hired Hero
Heroes 3 noob
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posted October 03, 2004 03:55 AM |
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Yeah, I think that really helps. By the way, can anyone tell me how the scores are calculated after I have completed a map?
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DoddTheSlayer

  
   
Promising
Famous Hero
Banned from opening threads
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posted October 03, 2004 01:08 PM |
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I think the main factor in getting a high score is how fast you end the game. Other than thi i dont know.
I have a question about beserk.
If somebody cast antimagic at expert on a stack does this mean that stack cannot be hit by a beserked unit.
i once played against somebody who put antimagic on his blocked in grand elves and they destroy my whole army.
Since i did not have beserk i could not try it.
Was this a good tactic my opponent use or am i just a Noob for not finding a solution?
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Retaliation is for the foolish. Silence is wisdom
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tanjun

 

Hired Hero
Heroes 3 noob
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posted October 03, 2004 01:46 PM |
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For your question, if somebody casts an expert anti magic on a stack of creatures, that stack of creatures is immune to the beserk spell but it is not immune to the attacks of the beserked unit. By the way, if a beserk spell is casted on a stack of creatures, that stack of creatures will automatically attack the nearest troop during its turn.
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angelito

    
      
Honorable
Undefeatable Hero
proud father of a princess
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posted October 03, 2004 01:54 PM |
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tanjun

 

Hired Hero
Heroes 3 noob
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posted October 03, 2004 04:01 PM |
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Thanks a lot for that angelito.
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csarmi

 
    
Supreme Hero
gets back
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posted October 03, 2004 07:36 PM |
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Well, not a big trick here, but something you can easily overlook. Anti-Magic and Force Field can be dispelled. Both can cause a distaster to your opponent if he counts on it to work.
A little trick to dispel blind and destroy opponent clone in one go is to cast Death Ripple. Hopefully with low spell power or at least no expert earth magic though :-)
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DoddTheSlayer

  
   
Promising
Famous Hero
Banned from opening threads
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posted October 04, 2004 12:46 AM |
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Im pretty sure that antimagic cast at expert cannot be dispelled as it offers total immunity to the stack it is cast on.
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Retaliation is for the foolish. Silence is wisdom
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csarmi

 
    
Supreme Hero
gets back
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posted October 04, 2004 07:39 AM |
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Edited By: csarmi on 2 Apr 2005
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Sorry, but I am right here and it's even logical.
Anti-Magic protects the unit from all spells, not itself. It is not immune to dispel - as spells do not have immunities. Expert does not change anything.
It can be important in neutral fights cause it means that you can still resurrect your units after having cast AM on them.
edit: Was I wrong here? I can't remember anymore, but I think yes. I believe you cannot dispel anti-magic in h3 (but you can do it in h4!).
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Lancelot

 

Hired Hero
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posted October 04, 2004 10:08 AM |
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Some features.
1. Damage of turrets defending castle depends on your mage guild's level. When you atacked inferno castle, there was lvl 5 mage guild built, so turrets did maximum damage of about 80+45+45=170.
2. Casting dispel magic with expert water atacking tower castle you dispel its moat! Because there're not pikes and not lawa - there are MAGIC mines near walls.
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Lancelot

 

Hired Hero
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posted October 04, 2004 10:59 AM |
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USING BERSERK SPELL
When you use the berserk spell you must think about this features before:
1. If it's not expert, playing against great armorer like Tazar, it's better to cast blind or damage spell, because units will atack each other with their hero' atack and defense skills. Berserked units will do a little damage.
2. Remember that berserk can be dispelled as other spells, if your opponent have a time to do it. So cast it only if he CAN NOT dispell.
a) If you are faster than your opponent, cast berserk at his fastest unit. Sure, if they're not gold/black/bone/ghost dragons or undeads.
b) Wait while opponent casts at this round, then cast at unit, who DIDN'T MOVED this round, or at his fastest unit. But cast that way they could atack enemy units.
c) Wait, then cast at the unit, who will atack the next. It's the best strategy This way you can chose target for berserk to inflict maximum damage.
3. Casting berserk you must destroy maximum units. But remember that units that takes damage from berserkers will retalliate if they can.
So, it's better to cast bers at 2-striking units as crusaders.
Also it's good to cast at units standing near the great stack of archangels.
It's good choise to cast bers at begemoths or at units that can strike begemots.
Cast bers at wyverns if they're near mighty gorgons - they will take stone gas with retalliation.
Cast bers playing against stronghold! Its heroes and units has the great atack and little defense.
Do NOT cast bers at archers, hydras, hags, pixies and other units that won't take retalliation.
CAST bers at 200 grand elves blocked with other units playing against Kyrre or Ivor because of their archery skill 
Good luck!
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DoddTheSlayer

  
   
Promising
Famous Hero
Banned from opening threads
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posted October 04, 2004 01:35 PM |
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Quote: Some features.
1. Damage of turrets defending castle depends on your mage guild's level. When you atacked inferno castle, there was lvl 5 mage guild built, so turrets did maximum damage of about 80+45+45=170.
2. Casting dispel magic with expert water atacking tower castle you dispel its moat! Because there're not pikes and not lawa - there are MAGIC mines near walls.
Thanks Lancelot, i did not know any of these features.
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Retaliation is for the foolish. Silence is wisdom
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csarmi

 
    
Supreme Hero
gets back
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posted October 04, 2004 02:18 PM |
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Edited By: csarmi on 4 Oct 2004
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I think the first one (level of mage guild affecting tower damage) is not even true.
Tested. Not true.
Order of Fire seem to increase the damage too.
In additon to that, tower damage is all bugged in heroes 3. First, creatures with higher defense seem to take more damage. Second, if hero has armorer skill, its creatures take double damage of turrets.
I can confirm the second one (dispel land mines), however.
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tanjun

 

Hired Hero
Heroes 3 noob
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posted October 04, 2004 02:52 PM |
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Ya, it is true that when expert dispel spell is casted when fighting a siege combat on the town Tower, all the mines hidden near the castle is destroyed. However, the damage of the arrow towers is not determined by the mage guild. It is determined by the number of structures in that town. I have tested the damage of the arrow towers but I have failed to discover how the damage of the arrow towers is calculated. By the way, a hero with expert artillery skill can control the arrow towers. The damage range of the arrow towers can be known by clicking on thwe arrow towers. The arrow towers in a town with all its structures built including the grail structure can inflict damage from 42-63 for the middle tower while the upper and the lower tower can inflict damage from 22-33. However, when I use my arrow towers to shoot the enemy creatures, the middle arrow towers often inflict damage from 65-72 while the upper and the lower tower can inflict damage from 28-35.
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binabik

   
     
Responsible
Legendary Hero
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posted October 05, 2004 12:17 AM |
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I've tested tower damage for castle with every building and upgrade. I also checked a fully built inferno to see if a town with more total buildings did more damage (yes).
I didn't fully test other towns, but here's the results for castle.
All NEW buildings increase damage. Upgrades to buildings do NOT increase damage. Someting like resource silo which seems like an upgrade to the market does increase damage because it's actually a seperate building next to the market. Whereas brotherhood of the sword does not increase damage because it's built on top of the tavern. And yes, grail structure increases damage, but no more than other buildings.
Upgrading citadel to castle does not increase center tower damage because it's an upgrade.
Damage increases 2-3 (min-max) for each building.
The formula for central tower is:
minimum damage = ( #of buildings * 2) + 10
maximum damage = 1.5 * minimum damage
example: four buildings = ( 4*2 ) + 10 = 18 min damage
max = 27
Lower tower is approx, but not exactly half upper tower. Damage increase 2-3 for approx every other building.
Also damage from the moat = 70 and never increases.
Bottom line is that building a structure to increase damage prior to an attack is definately not worth it unless it's the best choice for other reasons.
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tanjun

 

Hired Hero
Heroes 3 noob
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posted October 05, 2004 06:24 AM |
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Thanks a lot in clearing my doubts about the damage of arrow towers.
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justdoing

 
 
Adventuring Hero
#2
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posted October 05, 2004 09:45 AM |
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just to point out that when air shield is cast, arrow towers' damage increases(by a considerable amount actually). when tazar or any other armorer specialist is the attacking side of a siege combat, the arrow towers' damage increases.
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Life's tough, it's tougher if you're stupid
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justdoing

 
 
Adventuring Hero
#2
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posted October 05, 2004 09:56 AM |
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so sometimes it is possible for arrow towers to do over 500 damage.
well, i guess that's not a lot considering the ballista is capable of doing thousands of damage...
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tanjun

 

Hired Hero
Heroes 3 noob
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posted October 05, 2004 12:18 PM |
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Ya, I think I have heard that before in the past but I am feeling a bit puzzled. I thought that air shield is supposed to reduce the damage of ranged attacks but why in this case, the damage of the arrow towers increases? By the way, do u mean that if a hero with no armour specialist cast air shield, the damage of the arrow towers remain the same? I am just feeling a bit confused now cos arrow towers are some sort of ranged attackers and they have infinite shots unless they are destroyed by the catapult.
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