Logistics: Difference between revisions
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{{Secondary skills}} | {{Secondary skills}} | ||
{{Secondary skill | {{Secondary skill | ||
| B_effect = increases your hero's movement points over land by 10% | | B_effect = increases your hero's movement points over land by {{swh|5%|10%}}. | ||
| A_effect = increases your hero's movement points over land by 20% | | A_effect = increases your hero's movement points over land by {{gt|{{swh|10%|20%}}}}. | ||
| E_effect = increases your hero's movement points over land by 30% | | E_effect = increases your hero's movement points over land by {{gt|{{swh|20%|30%}}}}. | ||
}} | }} | ||
Logistics is a multiplier on the base move points of a hero. It does not multiply bonuses from artifacts or Adventure Map locations. Specialty bonus depends on the secondary skill and is calculated by the formula: [Logistics Bonus] * [Hero level] * 1.05. That is 5% (relative, not absolute) to Logistics for the level, not 5% of the total MP. | |||
'''Heroes with Logistics | Example: Hero with 11+ monster speed will have 2000 movement points. With expert logistics, hero will have {{swh|2400|2600|noicon=}} movement points. Level 20 Dessa/Kyrre/Gunnar will have {{swh|20%+(20%*0,05)*20{{=}}40%|30%+(30%*0,05)*20{{=}}60%|noicon=}} additional movement points, meaning {{swh|2800|3200|noicon=}}. | ||
'''Heroes with Logistics as a starting skill:''' | |||
* {{H2|Pyre|Demoniac}} | |||
* {{H2|Monere|Planeswalker}} | * {{H2|Monere|Planeswalker}} | ||
* {{H2|Miriam|Captain}}{{-wh}} | * {{H2|Miriam|Captain}}{{-wh}} | ||
'''Heroes | '''Heroes with {{PAGENAME}} as a specialty and a starting skill''' ''(5% bonus per level to the skill)''''':''' | ||
* {{H2|Kyrre|Ranger}} | |||
* {{H2|Gunnar|Overlord}} | |||
* {{H2|Dessa|Battle Mage}} | * {{H2|Dessa|Battle Mage}} | ||
'''Artifacts with similar ablility:''' | '''Artifacts with similar ablility:''' | ||
* {{An| Boots of Speed}} | * {{An| Boots of Speed}}: {{swh|+400|+600%}} land movement points | ||
* {{An|Equestrian's Gloves}} | * {{An|Equestrian's Gloves}}: {{swh|+200|+300%}} land movement points | ||
== Chance to get == | == Chance to get == | ||
{{Secondary skill chance explanation}} | {{Secondary skill chance explanation}} | ||
{{ZET SEC SKILL CHANCE TABLE| 5| 4| 5| 5| 6| 2 (lowest)|10 (highest)| 3| 5| 4| 8| 2 (lowest)| 7| 9| 8| 3| 8| 2 (lowest)| 6| 3}} | {{ZET SEC SKILL CHANCE TABLE| 5| 4| 5| 5| 6| 2 (lowest)|10 (highest)| 3| 5| 4| 8| 2 (lowest)| 7| 9| 8| 3| 8| 2 (lowest)| 6| 3| 7| 5}} | ||
| | |||
== Gallery == | |||
<gallery mode="packed-hover" heights="150px"> | |||
Brian-kemper-log.jpg| Art by [[Brian Kemper]] | |||
</gallery> | |||
{{user commentary| | {{user commentary| | ||
Logistics is an important secondary skill, as it allows a hero to move on an adventure map really fast. Slow troops won't be that big obstacle, and your army won't be restricted to fast units, since they are not always strong and resilient unlike slower ones (e.g. in [[Rampart]], [[Dwarf and Battle Dwarf|Dwarves]] and [[Dendroid Guard and Dendroid Soldier|Dendroids]] are more durable than [[Wood Elf and Grand Elf|Elves]] and [[Pegasus and Silver Pegasus|Pegasi]], in terms of their level). For a supporting hero, Logistics is necessary, because it makes easier units | {{Max tile movement}} | ||
Logistics is an important secondary skill, as it allows a hero to move on an adventure map really fast. Slow troops won't be that big obstacle, and your army won't be restricted to fast units, since they are not always strong and resilient unlike slower ones (e.g. in [[Rampart]], [[Dwarf and Battle Dwarf|Dwarves]] and [[Dendroid Guard and Dendroid Soldier|Dendroids]] are more durable than [[Wood Elf and Grand Elf|Elves]] and [[Pegasus and Silver Pegasus|Pegasi]], in terms of their level). For a supporting hero, Logistics is necessary, because it makes easier collecting units summoned from external dwellings, collecting resources (e.g from [[Windmill|Windmills]]), and reaching keypoints of a map. Reaching further with hero chains, picking up more resources, revealing more fog of war, and taking more fights with your army(/ies) are all very valuable. | |||
In vanilla {{homm3}}, Logistics is preferable to Pathfinding on all but difficult terrain: Sand, Snow, and Swamp. The {{hota}} changes, by nerfing Logistics and buffing Pathfinding, makes Pathfinding better starting with Rough and Wasteland terrains, though Logistics is still preferable on roads and easy terrains. | |||
}}{{end of user commentary}} | }}{{end of user commentary}} | ||
{{secondary skill 'see also'|top=* [[Navigation]] | {{secondary skill 'see also'|top=* [[Navigation]] | ||
* [[Pathfinding]]}} | * [[Pathfinding]]}} | ||
{{Movement navigational box}} | |||
[[Category: Secondary skills]] | [[Category: Secondary skills]] | ||
__NOTOC__ | __NOTOC__ | ||
Latest revision as of 05:23, 26 August 2025
Logistics is a multiplier on the base move points of a hero. It does not multiply bonuses from artifacts or Adventure Map locations. Specialty bonus depends on the secondary skill and is calculated by the formula: [Logistics Bonus] * [Hero level] * 1.05. That is 5% (relative, not absolute) to Logistics for the level, not 5% of the total MP.
Example: Hero with 11+ monster speed will have 2000 movement points. With expert logistics, hero will have 24002600 movement points. Level 20 Dessa/Kyrre/Gunnar will have 20%+(20%*0,05)*20=40%30%+(30%*0,05)*20=60% additional movement points, meaning 28003200.
Heroes with Logistics as a starting skill:
Heroes with Logistics as a specialty and a starting skill (5% bonus per level to the skill):
Artifacts with similar ablility:
Boots of Speed: +400
+600%
land movement points
Equestrian's Gloves: +200
+300%
land movement points
Chance to get[edit | hide | hide all]
Out of total 112 for The Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss
.
Banned skills change the probability.
| Town | Class | Chance to learn |
|---|---|---|
| Knight | 5 | |
| Cleric | 4 | |
| Ranger | 5 | |
| Druid | 5 | |
| Alchemist | 6 | |
| Wizard | 2 (lowest) | |
| Demoniac | 10 (highest) | |
| Heretic | 3 | |
| Death Knight | 5 | |
| Necromancer | 4 | |
| Overlord | 8 | |
| Warlock | 2 (lowest) | |
| Barbarian | 7 | |
| Battle Mage | 9 | |
| Beastmaster | 8 | |
| Witch | 3 | |
| Planeswalker | 8 | |
| Elementalist | 2 (lowest) | |
| Captain | 6 | |
| Navigator | 3 | |
| Mercenary | 7 | |
| Artificer | 5 |
Gallery[edit | hide]
-
Art by Brian Kemper
User Commentary
This table shows how many tiles in a straight line (not diagonal) a hero can move, depending on how much movement points it starts with and the cost of movement. For each amount, the movement is shown for basic move (without any movement skill), with Expert-level Logistics (which increases by the hero's movement points by 20%30%, so instead of having e.g. 1500 points, the hero will have 18001950 points), or Expert-level Pathfinding (which reduces the movement cost down by 75 points down to a minimum of 85100).
- Pathfinding is useless on roads. Obviously, it will not find better paths than the roads.
- Logistics is slightly better on easy terrains, slightly better on rough terrain, and especially good on roads.
- Pathfinding is better on rough and wasteland terrains, and markedly better on sand and swamp.
Logistics is an important secondary skill, as it allows a hero to move on an adventure map really fast. Slow troops won't be that big obstacle, and your army won't be restricted to fast units, since they are not always strong and resilient unlike slower ones (e.g. in Rampart, Dwarves and Dendroids are more durable than Elves and Pegasi, in terms of their level). For a supporting hero, Logistics is necessary, because it makes easier collecting units summoned from external dwellings, collecting resources (e.g from Windmills), and reaching keypoints of a map. Reaching further with hero chains, picking up more resources, revealing more fog of war, and taking more fights with your army(/ies) are all very valuable.
In vanilla Heroes of Might and Magic III, Logistics is preferable to Pathfinding on all but difficult terrain: Sand, Snow, and Swamp. The Horn of the Abyss changes, by nerfing Logistics and buffing Pathfinding, makes Pathfinding better starting with Rough and Wasteland terrains, though Logistics is still preferable on roads and easy terrains.


