Editing Talk:Sea Serpent and Haspid

Jump to navigation Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 14: Line 14:


::That's right ^. --[[User:FirePaladin2|FirePaladin2]] ([[User talk:FirePaladin2|talk]]) 21:26, 9 December 2020 (UTC)
::That's right ^. --[[User:FirePaladin2|FirePaladin2]] ([[User talk:FirePaladin2|talk]]) 21:26, 9 December 2020 (UTC)
::: I stand corrected. Still, the crunching was basically correct as I've just shortened current number of Haspids x 300 + 1 x 300 to (current number of Haspids + 1) x 300. Let's see what happens when we apply the results to Damage.
:::2 starting Haspids, 1 dies, 1 remaining gets +70% Damage, 59,5-93,5, avg 76,5. Still crazy. 89,25-140,25, avg 114,75 vs Ancient Behemoth thanks to Haspid's Attack advantage over Ancient Behemoth's defense.
:::1000 starting Haspids, 500 die, 500 remaining get +100% Damage, 60-110, avg 85. I believe this is the scene in which Unreal announcer yells "Holy SHIT!": '''half of the stack deals as much damage as full stack'''. As I like hurting Ancient Behemoths, it would be 90-165 Damage, avg 127,5 because 10 Attack over Defense so 50% extra damage. It's painful to look at. Gotta get my hands on HotA and do some live testing, my work laptop can't run it for some reason.
:::Now let's see what happens to Archangels with their grand 30 Defense: 1 Haspid (2 in stack initially) does 1,7x its normal damage that gets -2,5% penalty because 29 Att < 30 Def. 56,525-88,825, avg 72,675, close to 75 that Archangels will do because 50 base x 150% thanks to 30 Att > 20 Def. And Haspids have 6/5 HP but deal almost the same damage. Crazy, this.
:::500 Haspids of 1000 in stack: Damage gets simply doubled so 60-110, avg 87,5, 5% penalty = 57-104,5 avg 80,75. More HP, more damage. "Not broken! Is feature!"
:::Yes, Behemoths scale well, but they are always double-edged sword - they have bad Defense so they also take heavy damage and are general damage magnet because nobody sane will ignore them, they're too dangerous to any army, and as they take casualties their damage goes down, while Haspids losing numbers doesn't really diminish their output as Revenge partially makes up for losses. These calculations are all based on "clean lab" conditions - no att/def bonus, no morale, no luck, no spells, no terrain advantages, etc. to get some general idea which unit would win against which. Oh, and this was just Revenge crunching, the real kicker is Poison as if it procs turn 1, the opponent is just screwed.
:::In the future will try to double-check details of stuff I don't know by heart. --[[User:Fafner|Fafner]] ([[User talk:Fafner|talk]]) 10:14, 10 December 2020 (UTC)
::::Haspids have only +1 defense compared to Ancient Behemoths, as well as some higher stats and higher cost, so that kinda balances them I guess.--[[User:FirePaladin2|FirePaladin2]] ([[User talk:FirePaladin2|talk]]) 14:14, 10 December 2020 (UTC)
Please note that all contributions to Heroes 3 wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!
Cancel Editing help (opens in new window)