Armorer: Difference between revisions
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| B_effect = reduces all damage inflicted against the hero's troops by 5%. | | B_effect = reduces all damage inflicted against the hero's troops by 5%. | ||
| A_effect = reduces all damage inflicted against the hero's troops by 10%. | | A_effect = reduces all damage inflicted against the hero's troops by 10%. | ||
| E_effect = reduces all damage inflicted against the hero's troops by 15%. }} | | E_effect = reduces all damage inflicted against the hero's troops by 15%. | ||
}} | |||
''' | Armorer only reduces '''''physical''''' damage dealt to the hero's troops in [[melee]] or [[ranged attack|ranged]] combat; Armorer does not reduce spell damage. | ||
'''Bug:''' the damage from [[arrow tower]]s during siege combat is not reduced by armorer secondary skill, but actually increased the corresponding amount ''(fixed in {{hota}}{{-wh}})''. | '''Bug:''' the damage from [[arrow tower]]s during siege combat is not reduced by armorer secondary skill, but actually increased the corresponding amount ''(fixed in {{hota}}{{-wh}})''. | ||
{{nosnippet}}'''Heroes with Armorer as a starting skill:''' | {{nosnippet}}'''Heroes with Armorer as a starting skill:''' | ||
* | * {{Cl|Beastmaster}}s | ||
* {{H2|Edric|Knight}} | * {{H2|Edric|Knight}} | ||
* {{H2|Roland|Knight}} {{withmaped}} | * {{H2|Roland|Knight}} {{withmaped}} | ||
* {{H2|Galthran|Death Knight}} | * {{H2|Galthran|Death Knight}} {{swh|noicon=|{{withmapedhota}}|}} | ||
* {{H2|Marius|Demoniac|himage=(HotA)}} (Advanced Armorer) | * {{H2|Marius|Demoniac|himage=(HotA)}} (Advanced Armorer) | ||
* {{H2|Illor|Captain}}{{-wh}} | * {{H2|Illor|Captain}}{{-wh}} | ||
Line 20: | Line 21: | ||
'''Heroes with {{PAGENAME}} as a specialty and a starting skill:''' | '''Heroes with {{PAGENAME}} as a specialty and a starting skill:''' | ||
* {{H2|Mephala|Ranger}} | * {{H2|Mephala|Ranger}} | ||
* {{H2|Neela|Alchemist|himage=(HotA)}} | * {{H2|Neela|Alchemist|himage=(HotA)}} | ||
* {{H2|Tazar|Beastmaster}} (Advanced | * {{H2|Tazar|Beastmaster}} (Advanced) | ||
* {{H2|Dury|Mercenary}}{{-wh}} | * {{H2|Dury|Mercenary}}{{-wh}} | ||
Heroes with Armorer specialty receive 5% bonus per level to their Armorer skill. | Heroes with Armorer specialty receive 5% bonus per level to their Armorer skill. |
Latest revision as of 02:03, 18 December 2024
Armorer only reduces physical damage dealt to the hero's troops in melee or ranged combat; Armorer does not reduce spell damage.
Bug: the damage from arrow towers during siege combat is not reduced by armorer secondary skill, but actually increased the corresponding amount (fixed in Horn of the Abyss ).
- Beastmasters
- Edric the Knight
- Roland the Knight
- Galthran the Death Knight
- Marius the Demoniac (Advanced Armorer)
- Illor the Captain
- Tark the Captain
- Floribert the Mercenary
Heroes with Armorer as a specialty and a starting skill:
Heroes with Armorer specialty receive 5% bonus per level to their Armorer skill.
Chance to get[edit | hide | hide all]
Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss .
Banned skills change the probability.
Town | Class | Chance to learn |
---|---|---|
Castle | Knight | 5 |
Castle | Cleric | 3 |
Rampart | Ranger | 8 |
Rampart | Druid | 3 |
Tower | Alchemist | 8 |
Tower | Wizard | 1 (lowest) |
Inferno | Demoniac | 7 |
Inferno | Heretic | 4 |
Necropolis | Death Knight | 5 |
Necropolis | Necromancer | 2 |
Dungeon | Overlord | 6 |
Dungeon | Warlock | 1 (lowest) |
Stronghold | Barbarian | 6 |
Stronghold | Battle Mage | 4 |
Fortress | Beastmaster | 10 (highest) |
Fortress | Witch | 4 |
Conflux | Planeswalker | 5 |
Conflux | Elementalist | 1 (lowest) |
Cove | Captain | 2 |
Cove | Navigator | 1 (lowest) |
Factory | Mercenary | 5 |
Factory | Artificer | 3 |
Comparison to Defense primary skill[edit | hide]
This table shows how much extra Defense skill the hero of an attacked unit would need to have in order to reach the same effect in damage reduction as with the Armorer skill ( = how much is the Armorer skill worth in terms of defense), assuming no other damage modifiers. E.g.: to get the same protective effect as 10 positive defense/attack balance with advanced Armorer skill you will need 10 + 3 defense/attack balance without the skill. For the practical use all the decimals should be rounded.
Armorer level / Difference between Defense skill and Attack skill | -20 | -19 | -18 | -17 | -16 | -15 | -14 | -13 | -12 | -11 | -10 | -9 | -8 | -7 | -6 | -5 | -4 | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Basic | 2 | 1.9 | 1.9 | 1.8 | 1.8 | 1.8 | 1.7 | 1.6 | 1.6 | 1.5 | 1.5 | 1.4 | 1.4 | 1.3 | 1.3 | 1.2 | 1.2 | 1.1 | 1.1 | 1.1 | 2 | 1.9 | 1.9 | 1.8 | 1.8 | 1.8 | 1.7 | 1.6 | 1.6 | 1.5 | 1.5 | 1.4 | 1.4 | 1.3 | 1.3 | 1.2 | 1.2 | 1.1 | 1.1 | 1 | 1 |
Advanced | 4 | 3.9 | 3.8 | 3.7 | 3.6 | 3.5 | 3.4 | 3.3 | 3.2 | 3.1 | 3 | 2.9 | 2.8 | 2.7 | 2.6 | 2.5 | 2.4 | 2.3 | 2.4 | 3.2 | 4 | 3.9 | 3.8 | 3.7 | 3.6 | 3.5 | 3.4 | 3.3 | 3.2 | 3.1 | 3 | 2.9 | 2.8 | 2.7 | 2.6 | 2.5 | 2.4 | 2.3 | 2.2 | 2.1 | 2 |
Expert | 6 | 5.8 | 5.7 | 5.5 | 5.4 | 5.2 | 5.1 | 4.9 | 4.8 | 4.6 | 4.5 | 4.3 | 4.2 | 4 | 3.9 | 3.8 | 3.6 | 3.9 | 4.6 | 5.3 | 6 | 5.8 | 5.7 | 5.5 | 5.4 | 5.2 | 5.1 | 4.9 | 4.8 | 4.6 | 4.5 | 4.3 | 4.2 | 4 | 3.9 | 3.8 | 3.6 | 3.4 | 3.3 | 3.1 | 3 |
User commentary
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Armorer is a very useful secondary skill. As it reduces all physical damage at expert level by 15%, it effectively increases allied creatures' health by 18% (17.64% to be excact). Reduced damage leads to fewer casualties in battles, and more troops for the next battle. In extra large maps this may give the needed edge to vanquish the enemy. Predictably, two of three heroes with Armorer specialty appear in towns whose style is mostly defensive (both Rampart and Fortress have slow but very tough units with abilities which make them perfect for defending towns, namely Dwarves, Dendroids, and Gorgons), thus if you start in Rampart or Fortress, Mephala or Tazar would be a very good choice since they make your towns truly impregnable. |