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Spells can deal damage much like creatures do, except that the amount of inflicted damage does not vary within a range but is fixed. The exact amount of unmodified spell damage can always be calculated with a linear formula. For example, basic [[Lightning Bolt]] cast by a hero with 7 [[Primary skill#Power skill|spell power]] does 7 × 25 + 10 = 185 damage. For other spells different values than 25 and 10 need to be substituted. The eventual amount of spell damage is modified as follows:
Spells can deal damage much like creatures do, except that the amount of inflicted damage does not vary within a range but is fixed. The exact amount of unmodified spell damage can always be calculated with a linear formula. For example, basic [[Lightning Bolt]] cast by a hero with 7 [[Primary skill#Power skill|spell power]] does 7 × 25 + 10 = 185 damage. For other spells different values than 25 and 10 need to be substituted. The eventual amount of spell damage is modified as follows:
*The [[Sorcery]] secondary skill increases spell damage.
*The [[Sorcery]] secondary skill increases spell damage.
*Some Heroes increase spell damage by 3% per hero level when casting the spell they [[Hero specialty#Spell specialties|specialize]] in.
*Heroes increase spell damage with 3% per hero level when casting the spell they [[Hero specialty#Spell specialties|specialize]] in.
*Other Heroes increase spell damage of the spell they specialize in by a percentage which never changes.
*[[Elemental]]s take double damage from certain spells. [[Fire Elemental]]s, for example, are vulnerable to [[Ice Bolt]].   
*[[Elemental]]s take double damage from certain spells. [[Fire Elemental]]s, for example, are vulnerable to [[Ice Bolt]].   
*The damage that [[Stone Golem]]s, [[Iron Golem]]s, [[Gold Golem]]s and [[Diamond Golem]]s take from spells is reduced by, respectively, 50%, 75%, 85% and 95%.
*The damage that [[Stone Golem]]s, [[Iron Golem]]s, [[Gold Golem]]s and [[Diamond Golem]]s take from spells is reduced by, respectively, 50%, 75%, 85% and 95%.
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If the attacking creature's total attack value is higher than the defending creature's total defense value (i.e., the difference is positive), then the attacking creature receives a 5% bonus to its base damage for every point the attack value is higher. If the difference is negative, then the attacking creature receives a 2.5% penalty to its total damage for every point the attack value is lower. A positive ADD therefore increases damage, meaning that the variable I<small>1</small> in the formula is positive whereas R<sub>1</sub> is 0. Conversely, a negative ADD decreases damage, meaning that R<small>1</small> is positive whereas I<small>1</small> is 0. An Attack-Defense difference of 0 does not modify base damage.
If the attacking creature's total attack value is higher than the defending creature's total defense value (i.e., the difference is positive), then the attacking creature receives a 5% bonus to its base damage for every point the attack value is higher. If the difference is negative, then the attacking creature receives a 2.5% penalty to its total damage for every point the attack value is lower. A positive ADD therefore increases damage, meaning that the variable I<small>1</small> in the formula is positive whereas R<sub>1</sub> is 0. Conversely, a negative ADD decreases damage, meaning that R<small>1</small> is positive whereas I<small>1</small> is 0. An Attack-Defense difference of 0 does not modify base damage.


The ADD can modify base damage only up to +300% (400% damage dealt) if ADD is positive, and up to -70% (30% damage dealt) if ADD is negative. These limits are reached by a positive ADD of +60 and a negative ADD of -28. This means that a high attack skill can grant no more than +300% bonus damage, whereas a high defense skill can grant no more than a -70% penalty. Thus, the Attack-Defense difference can modify a base damage of 100 to no more than 400, and to no less than 30.
The ADD can modify base damage only up to +300% (400% damage dealt) if ADD is postivie, and up to -70% (30% damage dealt) if ADD is negative. These limits are reached by a positive ADD of +60 and a negative ADD of -28. This means that a high attack skill can grant no more than +300% bonus damage, whereas a high defense skill can grant no more than a -70% penalty. Thus, the Attack-Defense difference can modify a base damage of 100 to no more than 400, and to no less than 30.


==== Secondary skill factors – variables I<sub>2</sub> and I<sub>3</sub> ====
==== Secondary skill factors – variables I<sub>2</sub> and I<sub>3</sub> ====
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Additionally, when [[Forgetfulness]] cast with basic or no proficiency, it causes half of an enemy creature stack to forget to use its ranged attack, effectively halving its ranged damage (R<small>7</small> = 0.50). Due to a bug, shooter's melee attack damage, affected by Forgetfulness, is also decreased by half (R<small>7</small> = 0.50) (fixed in {{hota}}{{-wh}}).
Additionally, when [[Forgetfulness]] cast with basic or no proficiency, it causes half of an enemy creature stack to forget to use its ranged attack, effectively halving its ranged damage (R<small>7</small> = 0.50). Due to a bug, shooter's melee attack damage, affected by Forgetfulness, is also decreased by half (R<small>7</small> = 0.50) (fixed in {{hota}}{{-wh}}).


==== Creature Specialties - variable R<sub>8</sub> ====
==== Creature Specialties - variable R<small>8</small> ====


Damage may also be reduced by some special abilities from creatures:
Damage may also be reduced by some special abilities from creatures:
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Because Tazar has learned advanced Armorer, R<sub>2</sub> = 0.10.
Because Tazar has learned advanced Armorer, R<sub>2</sub> = 0.10.
   
   
Tazar’s Armorer specialty at Hero level 20 means that R<sub>3</sub> = 0.05 &times; 20 &times; 0.10 = 0.10.
Tazar’s Armorer specialty at Hero level 20 (Bonus is not added at lvl 1) means that R<sub>3</sub> = 0.05 &times; 19 &times; 0.10 = 0.10.


Tazar has cast expert Shield, meaning that R<sub>4</sub> = 0.30.
Tazar has cast expert Shield, meaning that R<sub>4</sub> = 0.30.
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