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&emsp;&ensp;&thinsp;= 0.50 if target is [[Petrify|petrified]]<br>
&emsp;&ensp;&thinsp;= 0.50 if target is [[Petrify|petrified]]<br>
&emsp;&ensp;&thinsp;= 0.75 for retaliation after being [[paralyze]]d
&emsp;&ensp;&thinsp;= 0.75 for retaliation after being [[paralyze]]d
|-
| {{-}}R<sub>9</sub> =  0.50 for [[Luck|unlucky]] {{wh}} strikes
|}
|}


Mathematical formula for calculating the final damage (DMG<small>f</small>) is:
Mathematical formula for calculating the final damage (DMG<small>f</small>) is:


{{Math|DMG<sub>f</sub> <nowiki>=</nowiki> DMG<sub>b</sub> &times; (1 + I<sub>1</sub> + I<sub>2</sub> + I<sub>3</sub> + I<sub>4</sub> + I<sub>5</sub>) &times; (1 - R<sub>1</sub>) &times; (1 - R<sub>2</sub> - R<sub>3</sub>) &times; (1 - R<sub>4</sub>) &times; (1 - R<sub>5</sub>) &times; (1 - R<sub>6</sub>) &times; (1 - R<sub>7</sub>) &times; (1 - R<sub>8</sub>) &times; (1 - R<sub>9</sub>{{wh}})}}
{{Math|DMG<sub>f</sub> <nowiki>=</nowiki> DMG<sub>b</sub> &times; (1 + I<sub>1</sub> + I<sub>2</sub> + I<sub>3</sub> + I<sub>4</sub> + I<sub>5</sub>) &times; (1 - R<sub>1</sub>) &times; (1 - R<sub>2</sub> - R<sub>3</sub>) &times; (1 - R<sub>4</sub>) &times; (1 - R<sub>5</sub>) &times; (1 - R<sub>6</sub>) &times; (1 - R<sub>7</sub>) &times; (1 - R<sub>8</sub>)}}


Primary determinant for the final damage is the base damage (DMG<sub>b</sub>), which is affected by the number of attacking creatures and their damage range. All other variables are basically modifiers of the base damage. Variables are denoted as I if they (i)ncrease damage and as R if they (r)educe it. I<sub>1</sub> and R<sub>1</sub> are mutually exclusive, but all other variables may simultaneously affect the final damage (DMG<sub>f</sub>). A brief summary of the variables have been given in the table on the right. To summarize the above formula, the content in the first parentheses increase the base damage by multiplying it with a modifier varying from 1.00 to 8.00, and the content in the second parentheses reduces the damage with a modifier varying from ~0.01 to 1.00.
Primary determinant for the final damage is the base damage (DMG<sub>b</sub>), which is affected by the number of attacking creatures and their damage range. All other variables are basically modifiers of the base damage. Variables are denoted as I if they (i)ncrease damage and as R if they (r)educe it. I<sub>1</sub> and R<sub>1</sub> are mutually exclusive, but all other variables may simultaneously affect the final damage (DMG<sub>f</sub>). A brief summary of the variables have been given in the table on the right. To summarize the above formula, the content in the first parentheses increase the base damage by multiplying it with a modifier varying from 1.00 to 8.00, and the content in the second parentheses reduces the damage with a modifier varying from ~0.01 to 1.00.
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==== Luck as combat modifier – variable I<sub>4</sub> ====
==== Luck as combat modifier – variable I<sub>4</sub> ====
The [[luck]] variable may be either 0 or 1.00, depending on whether or not the attacking creatures gets "a lucky strike". This is determined by the combat variable luck, which may be 0 (neutral), +1 (positive), +2 (good) or +3 (excellent). These values determine how often lucky strikes occur. These probabilities are, respectively, 0/24 (0%), 1/24 (4.17%), 1/12 (8.33%) and 1/8 (12.5%). Luck may be affected by artifacts, creature special abilities, adventure map locations, spells and the [[Luck (secondary skill)|Luck]] secondary skill.
The [[luck]] variable may be either 0 or 1.00, depending on whether or not the attacking creatures gets "a lucky strike". This is determined by the combat variable luck, which may be 0 (neutral), +1 (positive), +2 (good) or +3 (excellent). These values determine how often lucky strikes occur. These probabilities are, respectively, 0/24 (0%), 1/24 (4.17%), 1/12 (8.33%) and 1/8 (12.5%). Luck may be affected by artifacts, adventure map locations, spells and the [[Luck (secondary skill)|Luck]] secondary skill.


==== Creature abilities – variable I<sub>5</sub> ====
==== Creature abilities – variable I<sub>5</sub> ====
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Armorer has two unexpected side effects. First, heroes with Armorer take extra damage from [[arrow tower]]s. The damage reduction is reversed, as if the sign within the parenthesis would be plus instead of minus. Second, damage is reduced by 1 if creatures from a hero with Armorer take an amount of damage that is exactly an integer value. Thus, if 100 [[Peasant]]s attack a stack of Peasants commanded by a hero with basic Armorer (and the ADD is 0), damage is not 100 &times; 1 &times;(1 - 0.05) = 95, but 94. If the attack had instead been performed by 99 Peasants, the damage would be 99 &times; 1 &times;(1 - 0.05) = 94.05, which is not an integer value and therefore rounded off in the usual way, that is, to 94.
Armorer has two unexpected side effects. First, heroes with Armorer take extra damage from [[arrow tower]]s. The damage reduction is reversed, as if the sign within the parenthesis would be plus instead of minus. Second, damage is reduced by 1 if creatures from a hero with Armorer take an amount of damage that is exactly an integer value. Thus, if 100 [[Peasant]]s attack a stack of Peasants commanded by a hero with basic Armorer (and the ADD is 0), damage is not 100 &times; 1 &times;(1 - 0.05) = 95, but 94. If the attack had instead been performed by 99 Peasants, the damage would be 99 &times; 1 &times;(1 - 0.05) = 94.05, which is not an integer value and therefore rounded off in the usual way, that is, to 94.


==== Magic shields - variable R<sub>4</sub> ====
==== Magic shields - Variable R<sub>4</sub> ====
There are many spells that modify damage, but most do so by increasing or decreasing the attack and defense skills of allied or enemy troops. [[Stone Skin]], for example, increases an allied unit's defense skill, and therefore modifies damage by affecting variable R<sub>1</sub>. The only spells that modify damage directly are [[Shield]], [[Air Shield]], and [[Forgetfulness]]. Shield reduces all [[melee]] damage done to the hero's troops by 15% (R<small>4</small> = 0.15), or even by 30% when cast with advanced or expert proficiency. [[Air shield]] reduces all [[ranged attack|ranged]] damage done to the hero's troops by 25% (R<small>4</small> = 0.25), or by 50% when cast with advanced or expert proficiency. Similarly to Armorer and arrow towers, also Air Shield actually increases the damage from arrow towers instead of decreasing it.
There are many spells that modify damage, but most do so by increasing or decreasing the attack and defense skills of allied or enemy troops. [[Stone Skin]], for example, increases an allied unit's defense skill, and therefore modifies damage by affecting variable R<sub>1</sub>. The only spells that modify damage directly are [[Shield]], [[Air Shield]], and [[Forgetfulness]]. Shield reduces all [[melee]] damage done to the hero's troops by 15% (R<small>4</small> = 0.15), or even by 30% when cast with advanced or expert proficiency. [[Air shield]] reduces all [[ranged attack|ranged]] damage done to the hero's troops by 25% (R<small>4</small> = 0.25), or by 50% when cast with advanced or expert proficiency. Similarly to Armorer and arrow towers, also Air Shield actually increases the damage from arrow towers instead of decreasing it.


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FS is a percentage that equals 0.20 for Efreet Sultans and (basic) Fire Shield, 0.25 for advanced Fire Shield, and 0.30 for expert Fire Shield.
FS is a percentage that equals 0.20 for Efreet Sultans and (basic) Fire Shield, 0.25 for advanced Fire Shield, and 0.30 for expert Fire Shield.
==== Unluck as combat modifier - variable R<sub>9</sub> ====
[[Horn of the Abyss]] {{wh}} introduced negative effects of [[luck]]. R<sub>9</sub> variable may be either 0 or 0.50, depending on whether or not the attacking creatures gets "an unlucky strike". This is determined by combat variable luck, which may range from -3 to 3. Negative values can trigger unlucky strike to occur. The probability of such a strike is 1/12 (8.33%) if luck variable is -1, 1/6 (16.7%) for luck equal to -2, and 1/4 (25%) for luck equal to -3. Luck variable may be affected by artifacts, creature special abilities, adventure map locations, spells and the [[Luck (secondary skill)|Luck]] secondary skill.


== Example ==
== Example ==
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