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Heroes Community > Library of Enlightenment > Thread: "Run Forest.... RUN!"
Thread: "Run Forest.... RUN!" [ This thread is 7 pages long: 1 2 3 4 5 (6) 7 ]
angelito
angelito

Hero of Order
proud father of a princess
posted December 10, 2004 07:28 PM

20% resistance on all adjacent hexfields around the unicorn.
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sirzapdos
sirzapdos


Promising
Famous Hero
Open the pod bay doors, Hal.
posted December 12, 2004 08:39 PM

Quote:
Quote:
Level 74 by my calculations.



Much earlier...


At Level 74, all of his creatures will become immune to spells, not just Dwarves or those adjacent to Unicorns.

74*0.05 = 3.7 (Specialty bonus)
15*3.7 - 55.5  
Add 15% for EXP Resistance, and 30% for the arties, and you get 100.5.

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So I try to live a complicated world...

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sirzapdos
sirzapdos


Promising
Famous Hero
Open the pod bay doors, Hal.
posted December 13, 2004 05:48 PM

So it is. I always thought it was 15% for some reason. I guess I got it confused with Armorer.

Then total immunity would occur at level 50 then. Except of course those area effect spells you mentioned...

Glad one of us is on the ball.
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So I try to live a complicated world...

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Conan
Conan


Responsible
Supreme Hero
posted December 13, 2004 07:08 PM

Quote:
Sure it does!

Even if your opponent has only creatures with 100% resistance or immunity, u would be still able to cast an area spell (like berserk). So check if there is a colored outline before u cast!

If the opponent has only creatures with him that have 100% resistance or are immune against a certain spell u get the following message: "This spell has no effect..." and u r not able to cast. Even simple dispel doesnt work.

If there is a single creature amongst others that is 100% resitent or is immune against a certain spell, ull get a "sign" if u move over this certain creature.



Wow, that's really usefull. So no matter what the spell, a specific unit will be imune in a specific round. I always thought it was determined just before you cast the spell.
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Your life as it has been is over. From this time forward, you will service.... us. - Star Trek TNG

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greek_god_su...
greek_god_superman


Famous Hero
Bringer Of Light
posted December 14, 2004 06:42 PM

Don´t know if this is proper thread to ask this, but:
Does sorcery and earth orb affect resurrection and animate dead?
I know, the description says that "X% more damage", but the effect of those spells (number of hp regenerated) increases by the same method as in direct damage spells, doesn´t it?
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After all, marriage and murder are not too different - one ends your life and the other is a crime

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Conan
Conan


Responsible
Supreme Hero
posted December 14, 2004 08:17 PM

ok, so there is no way to know before if the creature will resist the spell. only if the creature is 100% resistant of not. ... right?
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Your life as it has been is over. From this time forward, you will service.... us. - Star Trek TNG

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Rage08
Rage08


Famous Hero
Making it in the real world
posted December 14, 2004 09:08 PM

Probability always seems to make a fool out of me, but that's how I always thought it worked...
It's the same idea as the dread knight's and there dd special...
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sirzapdos
sirzapdos


Promising
Famous Hero
Open the pod bay doors, Hal.
posted December 15, 2004 04:00 AM

Or Luck for that matter. It wouldn't be fair if we knew when we were getting Luck, DD or when an enemy creature was going to resist a spell. When it's based on chance, it's a bit more fun, not to mention challenging.
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So I try to live a complicated world...

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Rhyanna
Rhyanna


Adventuring Hero
Queen of the Harpies!
posted December 15, 2004 06:21 AM

Quote:
Its also logical for Olema to learn water magic, since she has a weakness specialty. But heretics and demonaics cant learn water magic

You just never know with heroes.


this is waaay late, and you've probably thought of this since...

but take over a conflux town? get water magic from there?
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I can resist anything but temptation
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tigris
tigris


Supreme Hero
Supreme Noobolator
posted December 15, 2004 08:42 AM

Quote:
Quote:
Its also logical for Olema to learn water magic, since she has a weakness specialty. But heretics and demonaics cant learn water magic

You just never know with heroes.


this is waaay late, and you've probably thought of this since...

but take over a conflux town? get water magic from there?

As said above heretics and demoniacs can't get water magic.This means that when they enter a conflux catle with magic university the water magic icon will be red so they won't learn it.Same goes for rangers and fire magic, necro heroes(both deadknights and necromancers)and leadership, there is a table of probabilities around here somewhere in the Library made by Xarfax.It shows the probability of an skill being offered to each of the 16(no conflux)categories of heroes.If someone has the time please make a link to that thread for our new member, as my browser works crappy at the moment.
P.S Still,these heroes can get those forbiden skills when visiting a scholar or a witch hut.(i once had Orrin with necromancy from a scholar!!).
Welcome to the Comunity!
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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted December 15, 2004 09:26 AM

I once gotten Mysticism from a Scholar once
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Dreaming of a Better World

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tigris
tigris


Supreme Hero
Supreme Noobolator
posted July 21, 2005 01:18 PM

Let's keep this guy running

here are some things i thought about this morning and realised i don't know how they really work, so i gave it a try with the map editor.

Diplomacy and surrendering

When you want to surrender in a battle, you will have to pay your opponent half of the cost  your units have in your castle.So one Anrchangel costs 5000 gold in the castle and you’ll surrender with it for  2500.The hero doesn’t cost nothing in the actual batlefield, but you’ll have to buy it from the tavern anyways.The diplomacy skill loweres the price of surenderring as follows:basic diplo with 20%, adv diplo with 40% and expert diplo with 60%.There are 3 artifacts that help here aswell: the ambasador’s sash,diplomat’s ring and the statesman’s medal.Every one of them loweres the cost os surrendering by 10% from the price calculated without the diplomacy skill.So if you have 1 archangel and want to surrender you’ll have to pay 2500 gold.With expert diplo though, you’ll pay 1000.Now those 10% from one of the arties will be substracted from the initial amount of cash, which in this case is 2500.So with expert diplo and diplomat’s rbing for instance, you’ll pay 750 gold.Added up, all the arties and exp diplo reduce the cost of surendering by 90%

Underrated arties

Badge of courage

Most of the people playing this game know the secrets behind this aparently useless artifact.So this is especially for the newcomers.It was supposed to give +1 to your morale.But apart from that it also gives your troops imunity to the following spells:Hypnotyze,Sorrow,Blind,Berserk and Forgetfulness.They are all mind spells, but this is no rule cos also mind spells are Misfortune and even Curse and these work fine even without the badge.When your oponent will try to cast one of these spells while you are wearing the badge, he’ll get a message “this spell won’t affect no one”.Only exception from that rule is Berserk, which can be casted but with no effect.
You can tell if your oponent hs the badge when trying to cast bersek, cos when you move the cursor with the spell ready above one enemy critter,it doesn’t become highlighted as it would happen if the spell was active.This little detail can save your spell turn if you are careful.


Sphere of permanence

The sphere of permanence , a major artie, mostly unknown..I was wondering what does this one  really do?
In the description it sais that it makes your troops imune to the dispell spell.But what does it really do?
To me this atie seemed useless till now.But testing , it prouved to have a good enough value to justify it’s  class as a major.
But  it is aswell a double bladed sword.One must have much confidence in himself  to use it.What it really does is to prevent the dispell spell be cast on friendly units.Now some might wonder:what does this helps me with in endfight?Well it does a great deal.It means that every beneficial spell you cast on your troups wont ever be countered by your oponent.The reverse of the medal is that if your oponent casts a spell like slow or bind or bersek on you, you won’t be able to counter it by dispel.So unless you have (mass) cure I suggest you never use it.But if you have cure then you are sure that whatever you cast on your own unit will never be countered by your opponent.Take for exemple mass bless with dungeon.What would be better than hags with damage 4 or minos kings with  20 ?As I said before if your opponent has good enough skill and intuition you would be lost without cure, but if all works as planned you could have a big advantage in the long run.Remember,his units are unaffected by this artie, so he will never suspect that you have it, so he might cast dispell to counter your haste.His spell will work, but have no effect on your troops so he will lose his spell turn.
I was wondering if dragon fly’s speciality works with this artie on.Well it doesn’t.Another two edged blade.I’m confident that this artie can be a game winner or looser if used proprely.Imagine sending a scout to be killed by the enemy main hero carrying this one.Now if you suspect that he has no (mass) cure and you suicide your scout equiping him with this artifact than this would turn out to be a great advantage for you cos he wouldn’t be able to dispel his blinded/slowed/cursed/berserked troops.This would ofcourse only work if he has free slots to equip this artie.This same tactic can be used also with some other arties, such as black/red orb or shackles.But with those people tend to be more careful, so they will most likely unequip them the first chance they get,But with the sphere of permanence being considered worthless by most players, chances are they won’t bother.


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Russ
Russ


Promising
Supreme Hero
blah, blah, blah
posted November 02, 2005 03:18 PM

Quote:
At Level 74, all of his creatures will become immune to spells, not just Dwarves or those adjacent to Unicorns.

74*0.05 = 3.7 (Specialty bonus)
15*3.7 - 55.5  
Add 15% for EXP Resistance, and 30% for the arties, and you get 100.5.

That's a bit off, actually. Unlike armorer (15%), exp resist is 20%. So, he'll get there earlier.
His resist is ((0.05 * (level-1)) + 1)*20%
So, with arties his troops will be immune to all spells at level 49.
At level 30 (I think this is the highest possible you can have if you find him in jail) he'll have 49% resist, or 79% with arties. Pretty hardcore. With rampart, tactics and unis this becomes 99%. Level him to 31 and he'll have 100%

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted November 04, 2005 04:05 PM

Quote:

So, with arties his troops will be immune to all spells at level 49.

..... With rampart, tactics and unis this becomes 99%. Level him to 31 and he'll have 100%


Yes this thread was one of the best. The last two pages a good too...in a way...unfortunately they are faulty in many cases...especially the tigris ones..but im do damn lazy to correct them all.

I take Russ as an example.. im a bit out of the game facts, but in my opinion it was lvl50 that Thorgrimm needed to get 100% Resistance. I think Russ calculation is wrong too. Additional the fact that the troops will NOT get "immune" to the spells, they just get 100% Resistance.

What im 100% sure is the fact that the Unicorns resistance is working afterall the other resistance, so this resistance CANT add up to 100% Reisitance.

The authors of the last 2 pages should recheck their "facts" they stated or at least mention that they "assume" that it work that way.

Xarfax1
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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted November 04, 2005 04:10 PM

Quote:
As said above heretics and demoniacs can't get water magic.


This is just one fault of a long series after that one. Of course Heretics have a good chance of getting water magic, so Olemas special is absolutely ok.
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Russ
Russ


Promising
Supreme Hero
blah, blah, blah
posted November 04, 2005 05:52 PM

Quote:
I take Russ as an example.. im a bit out of the game facts, but in my opinion it was lvl50 that Thorgrimm needed to get 100% Resistance. I think Russ calculation is wrong too.
You say my calculation is wrong, care to give a reason of WHY you think so? (Besides the 99% with unicorns being incorrect - which I didn't know about.)
Quote:
The authors of the last 2 pages should recheck their "facts" they stated or at least mention that they "assume" that it work that way.
Good point, how about you show an example instead of saying "I think you are wrong, but I don't know why"?

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Xarfax111
Xarfax111


Bad-mannered
Supreme Hero
The last hero standing
posted November 05, 2005 01:18 AM
Edited By: Xarfax111 on 4 Nov 2005

Quote:
You say my calculation is wrong, care to give a reason of WHY you think so?


Well pretty easy: Your example is wrong..with Lvl49 Thorgrimm plus arts doesnt get the message "this spell doesnt work..". So he needs to have Lvl50 to get 100%. Your calculation is wrong, the correct calculation is as follows:

20 +(20*50*5%)+30 = 100

Quote:
(Besides the 99% with unicorns being incorrect - which I didn't know about.)


The correct calculation is as follows:

80% chance of resistance = 20 of 100 tries can succeed
20% chance of 20 tries = 16 of 100 tries can succeed

So the chance to resist a spell is 84% percent for all adjacted to the unicorn creatures. The chance of resistance of the dwarfes does add up with the normal resistance. So Thorgrimm with battledwarfes and arts needs only to be Lvl10 to have 100% resistance.

Quote:
Quote:
The authors of the last 2 pages should recheck their "facts" they stated or at least mention that they "assume" that it work that way.
Good point, how about you show an example instead of saying "I think you are wrong, but I don't know why"?


I already gave 2 example of faults (unicorns, watermagic). So it was still up to you to recheck your calculation. You prefered to get a little angry with me. Btw..you are actin a bit like the heroes expert in this forum...unfortunately many of your posts are faulty...but please forgive me, im not the Library police which is obliged to find all faults in here. Would be too much work.

Xarfax1
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rychenroller
rychenroller


Promising
Supreme Hero
posted November 05, 2005 06:12 AM

heroes is 20% maths 80% gut instinct

so there
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Myctteakyshd

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GabyStan
GabyStan


Known Hero
Seeking Wisdom
posted November 06, 2005 07:55 PM

Quote:
heroes is 20% maths 80% gut instinct

so there


Although I agree Rychenroller, I like to learn how things work EXACTLY. And if I can't remember ALL info read, I may use SOME of it in actual combat. Plus, if there were no guys posting here wrong (or I should say not 100% correct) information, Xarfax would have not give us the right information anyway.

So thanks for (people before and) Russ first and then to Xarfax!
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Your worst enemy is... yourself.

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rychenroller
rychenroller


Promising
Supreme Hero
posted November 06, 2005 09:00 PM

Have to say Gaby, that i very rarely calculate anything...sometimes i'll make sure a certain amount of damage kills off enough units so that I can be sure I wont lose one of mine....as for anyhting else, not much. I rarely suicide and my wins are always well in front of my losses, so to me...


20% maths 80% gut instinct
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Myctteakyshd

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