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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.


==== Range and Melee penalty - variable R<sub>5</sub> ====
====Range and Melee penalty - variable R<sub>5</sub>====
[[Ranged attack|Ranged units]] do only 50% damage (R<small>5</small> = 0.50) to targets that are situated at a distance of ten or more [[hex]]es on the combat field. This range penalty is negated by [[Sharpshooter]]s and by heroes carrying the [[Golden Bow]] or [[Bow of the Sharpshooter]]. When a target occupies two hexes, it is possible for a range penalty to apply to the second hex, but not to the first hex the creature is standing on.
[[Ranged attack|Ranged units]] do only 50% damage (R<small>5</small> = 0.50) to targets that are situated at a distance of ten or more [[hex]]es on the combat field. This range penalty is negated by [[Sharpshooter]]s and by heroes carrying the [[Golden Bow]] or [[Bow of the Sharpshooter]]. When a target occupies two hexes, it is possible for a range penalty to apply to the second hex, but not to the first hex the creature is standing on.


When a hex adjacent to a ranged unit is occupied by an enemy unit, the ranged unit is unable to shoot (i.e., blocked). It has to resort to melee attacks. This typically reduces its damage by 50% (R<small>5</small> = 0.50). However, [[Beholder]]s, [[Evil Eye]]s, [[Medusa]]s, [[Medusa Queen]]s, [[Mage|Magi]], [[Arch Mage|Arch Magi]], [[Zealot]]s, [[Enchanter]]s and [[Titan]]s are the only ranged units that do not suffer from this [[melee penalty]].
When a hex adjacent to a ranged unit is occupied by an enemy unit, the ranged unit is unable to shoot (i.e., blocked). It has to resort to [[melee]] attacks. This typically reduces its damage by 50% (R<sub>5</sub> = .50). [[Beholder]]s, [[Evil Eye]]s, [[Medusa]]s, [[Medusa Queen]]s, [[Mage|Magi]], [[Arch Mage|Arch Magi]], [[Zealot]]s, [[Enchanter]]s and [[Titan]]s are the only ranged units that do not suffer from this [[melee penalty]].


==== Obstacle Penalty - variable R<sub>6</sub> ====
==== Obstacle Penalty - variable R<sub>6</sub> ====
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