Editing Comparison of Armorer, Offense and Archery

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=== Facts ===
=== Facts (valid for {{hota}}) ===
* At Basic, Advanced or Expert Level, [[Armorer]] reduces all damage inflicted by 5%, 10% or 15%.
* At Basic, Advanced or Expert Level, [[Armorer]] reduces all damage inflicted by 5%, 10% or 15%.
* At Basic, Advanced or Expert Level, [[Offense]] increases hand-to-hand damage by 10%, 20% or 30%.
* At Basic, Advanced or Expert Level, [[Offense]] increases hand-to-hand damage by 10%, 20% or 30%.
* At Basic, Advanced or Expert Level, [[Archery]] increases ranged damage by 10%, 25% or 50%.
* At Basic, Advanced or Expert Level, [[Archery]] increases ranged damage by 10%, 25% or 50%.


* 13 heroes (+ 1 campaign hero [[Roland]]) start with Armorer as a secondary skill and 3 specialize in it: [[Mephala]], [[Neela]] and [[Tazar]].
* 9 heroes (+ 1 campaign hero [[Roland]]) start with Armorer as a secondary skill and 3 specialize in it: [[Mephala]], [[Neela]] and [[Tazar]].
* 25 heroes (+ 3 campaign heroes [[Kilgor]], [[Catherine]] and [[Boragus]]) start with Offense as a secondary skill and 2 specialize in it: [[Crag Hack]] and [[Gundula]].
* 23 heroes (+ 4 campaign heroes [[Kilgor]], [[Catherine]], [[Bidley]] and [[Tark]]) start with Offense as a secondary skill and 3 specialize in it: [[Crag Hack]], [[Gundula]] and [[Corkes]].
* 8 heroes (+ 1 campaign hero [[Gelu]]) start with Archery as a secondary skill and 1 specialize in it: [[Orrin]].
* 9 heroes (+ 1 campaign hero [[Gelu]]) start with Archery as a secondary skill and 1 specialize in it: [[Orrin]].


* Rampart, Inferno, Necropolis and Fortress have 1 shooter, Tower has 3 and all other towns have 2 shooters.
* Inferno, Necropolis and Fortress have 1 shooter, Tower has 3 and all other towns have 2 shooters.


* [[Beastmaster]]s from Fortress are most likely to learn Armorer (10% chance), followed by [[Alchemist]]s from Tower and [[Ranger]]s from Rampart (8% chance).
* [[Beastmaster]]s from Fortress are most likely to learn Armorer (10% chance), followed by [[Alchemist]]s from Tower (8% chance).
* [[Barbarian]]s from Stronghold are most likely to learn Offense (10% chance), followed by [[Planeswalker]]s from Conflux (9% chance).
* [[Barbarian]]s from Stronghold are most likely to learn Offense (10% chance), followed by [[Captain]]s from Cove (9% chance).
* [[Ranger]]s from Rampart and [[Planeswalker]]s from Conflux are most likely to learn Archery (8% chance each).
 
=== Facts (adjusted for {{hota}}) ===
* 17 heroes (+ 2 campaign heroes [[Roland]] and [[Tark]]) start with Armorer as a secondary skill and 4 specialize in it: [[Mephala]], [[Neela]], [[Tazar]] and [[Dury]].
* 32 heroes (+ 6 campaign heroes [[Kilgor]], [[Catherine]], [[Boragus]], [[Bidley]], [[Tark]] and [[Tavin]]) start with Offense as a secondary skill and 3 specialize in it: [[Crag Hack]], [[Gundula]] and [[Corkes]] (+1 campaign hero [[Tavin]]). .
* 1 heroes (+ 2 campaign heroes [[Gelu]] and [[Murdoch]]) start with Archery as a secondary skill and 1 specializes in it: [[Orrin]] (+1 campaign hero [[Murdoch]]).
 
* Rampart, Inferno, Necropolis and Fortress have 1 shooter, Tower has 3 and all other towns have 2 shooters.
 
* All [[Barbarian]]s start with [[Offense]].
* All [[Beastmaster]]s start with [[Armorer]].  
* [[Barbarian]]s from Stronghold are most likely to learn Offense (10% chance), followed by [[Captain]]s from Cove and [[Planeswalker]]s from Conflux (9% chance).
* [[Captain]]s from Cove are most likely to learn Archery (9% chance), followed by [[Ranger]]s from Rampart and [[Planeswalker]]s from Conflux (8% chance each).
* [[Captain]]s from Cove are most likely to learn Archery (9% chance), followed by [[Ranger]]s from Rampart and [[Planeswalker]]s from Conflux (8% chance each).


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=== Table of Specialties Percentages ===
=== Table of Specialties Percentages ===
Assuming Expert Level in the secondary skill, the percentage bonus will increase to the following values at certain levels:
Assuming Expert Level in the secondary skill, the percentage bonus will increase to the following values at certain levels:
(Level 6424 is the maximal level in the {{sod}}) (Level 74 is the maximal level in {{hota}}).
(Level 74 is the maximal level in {{hota}}).


{| class="wikitable"  
{| class="wikitable"  
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| 141%
| 141%
| 235%
| 235%
|- style="vertical-align:bottom;"
| 6424
| 4833%
| 9666%
| 16110%
|}
|}


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| 10
| 10
|-
|-
| style="text-align:right;" | At max level in {{hota}}
| style="text-align:right;" | At max level
| 74
| 74
| 71%
| 71%
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| 235%
| 235%
| 3.35
| 3.35
|-
| style="text-align:right;" | At max level in the {{sod}}
| 6424
| 4833%
| Fixed 1 damage
| 6424
| 9666%
| 97.66
| 6424
| 16110%
| 162.1
|}
|}


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| 2.41
| 2.41
| 3.35
| 3.35
|-
| 6424
| Fixed 1 damage
| 97.66
| 162.1
|}
|}


=== Conclusions ===
=== Conclusions ===


* Without a specialty in Armorer, Offense or Archery, Armorer is statistically worse in a fight where you take similar amounts of damage as you inflict. 15% damage reduction cannot compete with 30% or even 50% damage increase. However, most of the time (hopefully) you would fight with almost no or zero losses.
* Without a specialty in Armorer, Offense or Archery, Armorer is statistically worse in a fight where you take similar amounts of damage as you inflict. 15% damage reduction cannot compete with 30% or even 50% damage increase. however, most of the time (hopefully) you would fight with almost no or zero losses.
* Because Armorer gets super-linearly better at higher levels for Armorer specialty heroes, it can break even with Offense at level 46 2/3 and with Archery at level 73 1/3. This means at these levels, the skills give equivalent benefits: If the base damage is 100 (with Offense specialty and Expert Offense) at level 46 2/3 the creature does 100% more damage. The defending creature (with Armorer specialty and Expert Armorer) will reduce the taken damage by 50%, so will only receive the 100 damage. This cancels each other out exactly. Before the mentioned levels, Offense and Archery will effectively increase the original damage while at later levels, the taken damage will be less than the original damage.
* Because Armorer gets super-linearly better at higher levels for Armorer specialty heroes, it can break even with Offense at level 46 2/3 and with Archery at level 73 1/3. This means at these levels, the skills give equivalent benefits: If the base damage is 100 (with Offense specialty and Expert Offense) at level 46 2/3 the creature does 100% more damage. The defending creature (with Armorer specialty and Expert Armorer) will reduce the taken damage by 50%, so will only receive the 100 damage. This cancels each other out exactly. Before the mentioned levels, Offense and Archery will effectively increase the original damage while at later levels, the taken damage will be less than the original damage.
* Level 46 is rarely reached in any game.
* Level 46 is rarely reached in any game. Nevertheless, Armorer stays a very useful skill even before this level.
* This does not mean that Armorer is worse than Offense or Archery until the mentioned levels. To preserve army hit points is a very important goal and Armorer does exactly this. 15% damage reduction can also be seen as 17.6% HP increase. Who would not want to have Ancient Behemoths with practically 353 HP?
* This does not mean that Armorer is worse than Offense or Archery until the mentioned levels. To preserve army hit points is a very important goal and Armorer does exactly this. 15% damage reduction can also be seen as 15% HP increase. Who would not want to have Ancient Behemoths with practically 345 HP?
* Offense and Archery are only preserving hit points in a proactive way: You need to kill enemy stacks before they can hit you.
* Offense and Archery are only preserving hit points in a passive way: You need to kill enemy stacks before they can hit you.
* Against shooters which can't be reached in the first round, Armorer will probably be more useful.
* Against shooters which can't be reached in the first round, Armorer will probably be more useful.
* Against fast creatures which get the first strike, Armorer might be more useful. More of your creatures survive the initial attack. They might even do more damage than if you had Offense or Archery since there are more left.
* Against fast creatures which get the first strike, Armorer might be more useful. More of your creatures survive the initial attack. They might even do more damage than if you had Offense or Archery since there are more left.
* These are all great skills. While Archery is more situational (probably especially useful for Towers [[Titan]]s), Armorer is universally useful and Offense will significantly benefit basically any army as well. For might heroes these skills are very important while magic heroes might not have enough secondary skill slots to learn them. Also, their chance to learn these skills is generally lower.
* These are all great skills. While Archery is more situational (probably especially useful for Towers [[Titan]]s), Armorer is universally useful and Offense will significantly benefit basically any army as well. For might heroes these skills are very important while magic heroes might now have enough secondary skill slots to learn them. Also, their chance to learn these skills is generally lower.
[[Category:Comparisons]]
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