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=== Defense only variables === ==== Secondary skill factors β variables R<sub>2</sub> and R<sub>3</sub>==== Similarly to the variables I<small>2</small> and I<small>3</small> variables R<small>2</small> and R<small>3</small> denote how [[Armorer]] and specializing in the skill affects the value of final damage. The reduction due to Armorer is not dependable on the attack type, but is the same for both ranged and melee damage. R<small>2</small> can receive values 0, 0.05, 0.10 or 0.15, respectively indicating that a hero does not posses the skill, has it on basic, advanced or expert level. The three heroes with an Armorer specialty - [[Mephala]], [[Neela]] and [[Tazar]] - increase the effectiveness of Armorer secondary skill by 5% for every level. Thus, as can be seen from the following formula, they double the effectiveness of the Armorer skill when they reach level 20: <big><code>R<sub>3</sub> = 0.05 × Hero level × R<sub>2</sub></code></big> 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 × 1 ×(1 - 0.05) = 95, but 94. If the attack had instead been performed by 99 Peasants, the damage would be 99 × 1 ×(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> ==== 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> ==== [[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, [[Magi]]/[[Arch Magi]], [[Zealot]]s, [[Enchanter]]s, [[Pirate]]s{{-wh}}/[[Corsair]]s{{-wh}}/[[Sea Dog]]s{{-wh}} and [[Titan]]s are the only ranged units that do not suffer from this [[melee penalty]]. ==== Obstacle Penalty - variable R<sub>6</sub> ==== [[Ranged attack|Ranged units]] that during a siege attack a target behind the wall receive an [[obstacle penalty]] if the wall protecing the target is not destroyed. As a result, their damage is reduced by 50% (R<small>6</small> = 0.50). This damage is halved once again if a range penalty applies. The obstacle penalty is negated by [[Mage|Magi]], [[Arch Mage|Arch Magi]], [[Enchanter]]s and [[Sharpshooter]]s, and by heroes carrying the [[Golden Bow]] or [[Bow of the Sharpshooter]]. ==== Mind spells - variable R<sub>7</sub> ==== The spell [[Blind]] is deactivated when a blinded creature stack is attacked. Any retaliation against this attack will not be at full strength. It will be at only 50% strength (R<small>7</small> = 0.50) when Blind is cast with basic or no proficiency, and at 25% (R<small>7</small> = 0.25) when cast with advanced proficiency. An attack that deactivates expert Blind cannot be retaliated against, but the targeted creature stack does retain its ability to retaliate against another attack in that same combat round. [[Unicorn]]s and [[War Unicorn]]s cast Blind with basic proficiency, unless the battle takes place on [[Magic Plains]]. 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> ==== Damage may also be reduced by some special abilities from creatures: * [[Psychic Elemental]]s deal half damage (R<small>8</small> = 0.50) against creatures that are immune to [[Mind spell]]s, such as [[Giant]]s and [[Undead]]. This is not affected by the [[Orb of Vulnerability]]. * [[Magic Elemental]]s deal half damage (R<small>8</small> = 0.50) against [[Magic Elemental]]s and [[Black Dragon]]s. This is not affected by the [[Orb of Vulnerability]], [[Anti-Magic]], or [[Magic Resistance]]. * Creatures that are petrified by a [[Basilisk]]'s [[Petrifying attack]] or a [[Medusa]]'s [[Stone gaze]] take 50% damage (R<small>8</small> = 0.50) from [[ranged attack|ranged]] and [[melee]] attacks. Taking damage also deactivates the effect. * Creatures that are paralyzed by a [[Scorpicore]]'s [[Paralyzing Venom]] retaliate at only 25% of their full strength against the attack that deactivates the effect. A special case of damage calculation concerns the spell and creature ability [[Fire Shield]]. [[Efreet Sultan]]s and any creatures that have Fire Shield cast on them counter-inflict damage from [[melee]] attacks. This is calculated as follows: <big><code>Fire Shield damage = FS × DMG<sub>b</sub> × (1 + I<sub>1</sub> + I<sub>2</sub> + I<sub>3</sub> + I<sub>4</sub> + I<sub>5</sub>)</code></big> 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.
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