Editing Talk:Giant and Titan

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== Wall of text ==
== Discussion ==
Giants are very unimpressive 7th level creatures, and may not be worth the gold until your Cloud Temple sees an upgrade. Titans, on the other hand, stand strong as one of the most powerful creatures in the game. If your hero happens to be an expert in [[earth magic]] with [[slow]] you will be able to dismantle a majority of neutral creatures (with the help of [[mages]])) before they can land a blow. Additionally - with their mind spell immunity, Titans will not fall prey to the [[forgetfulness]] and [[berserk]] spell. Even in melee combat, your titans should lead you to victory in a wide range of combat match-ups. Also, a hero with [[Archery]] as a skill would be good too.
Giants are very unimpressive 7th level creatures, and may not be worth the gold until your Cloud Temple sees an upgrade. Titans, on the other hand, stand strong as one of the most powerful creatures in the game. If your hero happens to be an expert in [[earth magic]] with [[slow]] you will be able to dismantle a majority of neutral creatures (with the help of [[mages]])) before they can land a blow. Additionally - with their mind spell immunity, Titans will not fall prey to the [[forgetfulness]] and [[berserk]] spell. Even in melee combat, your titans should lead you to victory in a wide range of combat match-ups. Also, a hero with [[Archery]] as a skill would be good too.


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Yeah, I removed the SoD part, since the info is correct for all HoMM3 versions (I actually explained this in the edit's info section). Haspids still can't reliably defeat Ancient Behemoths.--[[User:FirePaladin2|FirePaladin2]] ([[User talk:FirePaladin2|talk]]) 22:31, 8 December 2020 (UTC)
Yeah, I removed the SoD part, since the info is correct for all HoMM3 versions (I actually explained this in the edit's info section). Haspids still can't reliably defeat Ancient Behemoths.--[[User:FirePaladin2|FirePaladin2]] ([[User talk:FirePaladin2|talk]]) 22:31, 8 December 2020 (UTC)


To make this clear once and for all: I meant that '''ALL''' 7th level town units '''pre-HotA''' lose against Ancient Behemoths, unless they are Titans or Devils protected by terrain obstacles. Then Haspids were introduced and I wasn't sure if it's still correct, because their Revenge ability buffs their attack to ridiculous levels as they keep taking damage and if Poison procs instantly that's 30% of stack's total HP that just went on vacation. So I put SoD there to make sure it's clear which town troops I meant. If Behemoths can reliably kill Haspids, then it's OK, as it's still correct. --[[User:Fafner|Fafner]] ([[User talk:Fafner|talk]]) 13:10, 9 December 2020 (UTC)
To make this clear once and for all: I meant that '''ALL''' 7th level town units '''pre-HotA''' lose against Ancient Behemoths, unless they are Titans or Devils protected by terrain obstacles. Then Haspids were introduced and I wasn't sure if it's still correct, because their Revenge ability buffs their attack to ridiculous levels as they keep taking damage and if Poison procs instantly that's 30% of stack's total HP that just went on vacation. So I put SoD there to make sure it's clear which town troops I meant. If Behemoths can reliably kill Haspids, then it's OK, as it's still correct.
 
I think I might revert that change though.... I didn't remember Haspids to deal such insane damage.--[[User:FirePaladin2|FirePaladin2]] ([[User talk:FirePaladin2|talk]]) 15:31, 9 December 2020 (UTC)
 
The Revenge formula in Haspid's page looks complicated but really isn't, just tedious. Basically they get increased Attack as they lose numbers. So 1v1 there will be no difference because when 1 Haspid is dead, there is no more of them, but in 2v2 when 1 Haspid dies (half of the starting number) the remaining Haspid gets sqrt ((2x 300 + 300 / 1x 300 + 300) - 1) x 100% = sqrt ((900 / 600) - 1) x 100% = sqrt 0,5 x 100% = 0,7 x 100% = +70% Attack. So 49 because the game rounds 49,503 down. 30 points of Attack more than Behemoths' Defense so 30x5=150% damage bonus. 75-137,5, average damage 106,25. Behemoths deal 52-87 to Haspids, average 69,5 as their Defense is 20/5 = 4. Something's not quite right, eh?
 
Now let's crunch 1000 because I'm lazy and like easy numbers. 500 Haspids die. According to formula they get sqrt ((1001 x 300 / 501 x 300) - 1) x 100%, so let's say sqrt(2-1) x 100%, so 1x 100%... +100% Attack. So '''58 Attack''' vs 19 Defense, '''39 points of Attack over Defense''', and this means '''+195%''' damage bonus. This is pretty much '''TRIPLE their normal damage''' that wouldn't be low anyway as Behemoths are squishy. '''90-165, average 127,5'''. Remember that Behemoths' damage to Haspids is 52-87, avg 69,5. The horror... The horror!
 
Now keep in mind that if Poison procs, the whole stack is losing 10% health per turn at once so Behemoths die even faster. Unless I screwed the math up badly, man, the Haspids ARE broken as hell. Granted, this was kinda extreme case, but the Revenge formula means the rape train has no brakes, the more numerous they are, the harder it is to exterminate them because they get stronger as they take losses so decimated stack can still hit almost as hard as full stack. Looks like we got Behemoths v2.0, minus crappy ground speed, with actually decent Attack. Good thing they cannot fly. Because of that formula, it seems that nothing can stand up to them in big numbers unless it's faster than 12 and has no retal. So Arch Devils to the rescue as I don't think unbuffed Titans can compete with THAT levels of attack... --[[User:Fafner|Fafner]] ([[User talk:Fafner|talk]]) 17:21, 9 December 2020 (UTC)
 
== And what if.... ==
 
...you have BOTH Black Dragons and Titans, and a smart opponent forced Black Dragons to retaliate and damage their own Titans by breath attack? Will hatred work on allied Titans?--[[User:Dread Knight|Dread Knight]] ([[User talk:Dread Knight|talk]]) 09:00, 4 July 2021 (UTC)
 
:It will work, regardless of how and whose Titans they are attacking.--[[User:Mortarial|Mortarial]] ([[User talk:Mortarial|talk]]) 10:40, 4 July 2021 (UTC)
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