Arrow tower: Difference between revisions

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'''Arrow towers''' are special addition to [[combat]] when hero is trying to capture a garrisoned town.
'''Arrow towers''' are special addition to [[combat]] when hero is trying to capture a garrisoned town. A town can have a primary Arrow tower (when [[Citadel]] is built) or one primary and 2 secondary Arrow towers (when [[Castle (structure)|Castle]] is built).


== Damage ==
== Damage calculation ==
=== Calculation ===
=== Structures ===
*All shooters of all towns do the same damage
*If [[Fort]], [[Citadel]] and [[Castle (structure)|Castle]] is built the Base Damage is 15 for the Keep, and approx. the half of it for the other shooters.
*Every Building (dwellings, marketplace etc.) increase the damage of the Keep by 3, which means approx. 6 more damage per round (3 +1,5 +1,5).
*Dwelling and [[Mage Guild]] upgrades do not increase the damage.
*Although there is a range given (rightclick on Keep) it will almost always do the max. Damage (sometimes +1 or 2 points)
*It doesn't matter what is the target, the damage will be the same no matter what.
*[[Secondary Skills]], [[Artifacts]] etc. (especially [[Archery]] or [[Artillery]]) don't have influence to the damage.
''Formula for total damage per round: '''(Keep + Buildings * 3) *2'''''


Defending heroes with the [[Artillery]] skill will be able to control the Arrow Towers
Arrow tower damage depends on the number of "structures" - buildings built in a town. Not all buildings affect the Arrow tower damage, among them:
*All [[Creature Dwelling]]s, [[Mage Guild]] and [[Town Hall]].
*[[Horde Building]]s.
*[[Citadel]] and [[Castle (structure)|Castle]], since they are [[Fort]] upgrades.
*Few towns have several Specific buildings, which are upgrades of the other buildings (e.g. [[Brotherhood of  the Sword]], [[Fountain of Fortune]])


=== Bugs ===
{| cellpadding=0 cellspacing=0 style="background-color:#{{Purple 3}}; border: 1px solid black; text-align:center;"
*Heroes with [[Armorer]] skill take additional damage (approx. double).
|- align=center style="background-color:#{{Purple 1}}; color:white; height:25px; border: 2px solid #{{green 1}}"
*Creatures with [[Air Shield]] take additional damage (same as above).
! width=120 rowspan="2"| Common buildings, which are structures
These bugs have been fixed in [[Horn of the Abyss]].
! width=40 rowspan="2"| Town
! width=150 colspan="2"| Town Specific buildings, which are:
|-
! width=120 align=center style="background-color:#{{Purple 1}}; color:white; height:25px" | Structures !! width=120 align=center style="background-color:#{{Purple 1}}; color:white; height:25px" | Not structures
|-
| rowspan="10"| [[Blacksmith]], [[Creature Dwelling]]s, [[Grail building]], [[Mage Guild]], [[Marketplace]], [[Resource Silo]], [[Tavern]], [[Town Hall]] || [[File:Town portrait Castle small.gif|link=Castle|40px]] || [[Lighthouse]], [[Shipyard]], [[Stables]] || [[Brotherhood of the Sword]], [[Griffin Bastion]]
|- style="background-color:#{{Purple 4}}"
| [[File:Town portrait Rampart small.gif|link=Rampart|40px]] || [[Mystic Pond]], [[Treasury]] || [[Fountain of Fortune]], [[Miners' Guild]],  [[Dendroid Saplings]]
|-
| [[File:Town portrait Tower small.gif|link=Tower|40px]] || [[Artifact Merchants]], [[Library]], [[Lookout Tower]], [[Wall of Knowledge]] || [[Sculptor's Wings]]
|- style="background-color:#{{Purple 4}}"
| [[File:Town portrait Inferno small.gif|link=Inferno|40px]] || [[Brimstone Stormclouds]], [[Castle Gate]], [[Order of Fire]] || [[Birthing Pool]], [[Cages]]
|-
| [[File:Town portrait Necropolis small.gif|link=Necropolis|40px]] || [[Cover of Darkness]], [[Necromancy Amplifier]], [[Shipyard]], [[Skeleton Transformer]] || [[Unearthed Graves]]
|- style="background-color:#{{Purple 4}}"
| [[File:Town portrait Dungeon small.gif|link=Dungeon|40px]] || [[Artifact Merchants]], [[Battle Scholar Academy]], [[Mana Vortex]], [[Portal of Summoning]] || [[Mushroom Rings]]
|-
| [[File:Town portrait Stronghold small.gif|link=Stronghold|40px]] || [[Ballista Yard]], [[Escape Tunnel]], [[Freelancer's Guild]], [[Hall of Valhalla]] || [[Mess Hall]]
|- style="background-color:#{{Purple 4}}"
| [[File:Town portrait Fortress small.gif|link=Fortress|40px]] || [[Blood Obelisk]], [[Cage of Warlords]], [[Glyphs of Fear]], [[Shipyard]] || [[Captain's Quarters]]
|-
| [[File:Town portrait Conflux small.gif|link=Conflux|40px]] || [[Artifact Merchants]], [[Magic University]], [[Shipyard]], [[Vault of Ashes]]{{-wh}} || [[Garden of Life]]
|- style="background-color:#{{Yellowish 1}}"
| [[File:Town portrait Cove small.gif|link=Cove|40px]] || [[Grotto]], [[Shipyard]], [[Thieves' Guild (Cove building)|Thieves' Guild]] || [[Pub]], [[Roost]]
|}
 
=== Damage ===
The damage of the primary Arrow tower is calculated by the formula:
 
<big>''Damage = Base_Damage + d * N''</big>
 
The damage of the secondary Arrow tower is calculated by the formula:
 
<big>''Damage = Base_Damage + d * N/2''</big>
 
where ''Base_Damage'' - is the base Arrow tower damage, equal to 10..20 points of damage for the primary and 6..12 points for the secondary Arrow towers; ''d'' - additional damage for every structure built, equal to 2..4 points; ''N'' - number of structures built. The result of ''N/2'' is rounded down.
 
As indicated above, different towns have a different number of structures available, therefore, a different maximal Arrow tower damage range.
 
{| cellpadding=0 cellspacing=0 style="background-color:#{{Purple 3}}; border: 1px solid black; text-align:center;"
|- align=center style="background-color:#{{Purple 1}}; color:white; height:25px; border: 2px solid #{{green 1}}"
! width=40 | Town
! width=100 | Number of structures
! width=150 | Primary Arrow tower damage range
! width=150 | Secondary Arrow tower damage range
|-
| [[File:Town portrait Castle small.gif|link=Castle|40px]] || 17 || 44..88 || 22..44
|- style="background-color:#{{Purple 4}}"
| [[File:Town portrait Rampart small.gif|link=Rampart|40px]] || 16 || 42..84 || 22..44
|-
| [[File:Town portrait Tower small.gif|link=Tower|40px]] || 18 || 46..92 || 24..48
|- style="background-color:#{{Purple 4}}"
| [[File:Town portrait Inferno small.gif|link=Inferno|40px]] || 17 || 44..88 || 22..44
|-
| [[File:Town portrait Necropolis small.gif|link=Necropolis|40px]] || 18 || 46..92 || 24..48
|- style="background-color:#{{Purple 4}}"
| [[File:Town portrait Dungeon small.gif|link=Dungeon|40px]] || 18 || 46..92 || 24..48
|-
| [[File:Town portrait Stronghold small.gif|link=Stronghold|40px]] || 18 || 46..92 || 24..48
|- style="background-color:#{{Purple 4}}"
| [[File:Town portrait Fortress small.gif|link=Fortress|40px]] || 18 || 46..92 || 24..48
|-
| [[File:Town portrait Conflux small.gif|link=Conflux|40px]] || 17 (18{{-wh}}) || 44..88 (46..92{{-wh}}) || 22..44 (24..48{{-wh}})
|- style="background-color:#{{Yellowish 1}}"
| [[File:Town portrait Cove small.gif|link=Cove|40px]] || 18 || 46..92 || 24..48
|}
 
The Arrow tower damage cannot be changed by any other damage modificator. The [[Defense]] parameter of their targets is always ignored. Despite the right-click tip says that an Arrow tower has 10 [[Attack]], finale damage remains unmodified. [[Archery]] or the [[Artillery]] secondary skills do not affect the damage as well, but a defending hero with [[Artillery]] skill is able to control the Arrow towers during a siege. Arrow towers cannot deliver a [[Luck|lucky strike]].
 
The only exception is a '''bug''', which cause the troops under command of a hero with [[Armorer]] secondary skill take additional damage from the Arrow tower attack. Troops, which are buffed by [[Air Shield]] spell or are [[Petrify|petrified]] take additional damage as well.
 
== Arrow towers under the AI control ==
'''General observation''': Arrow towers target the enemy troops depending on their "class". The class is assigned for every enemy troop stack based on their opportunities to deliver damage to the defending troops.
 
*''Class A'' - the enemy troop stack can attack immediately when it is its turn to act. [[Ranged]] units, that still can shoot, belong here.
*''Class B'' - enemy troop stack, which can't attack immediately, but can attack its next turn.
*''Class C'' - enemy troop stack, which can't attack immediately and its next turn, but can attack after.
 
The AI considers the Arrow tower damage equal to 1 (bug), that is why it prefers to target the stacks with 1 unit in it over the stack of the same units with number, let's say, 10 in it.
 
There are 2 factors, based on which AI chooses its target. The priority target is calculated separately for each class.
 
'''Loss in army power'''
*<big>''For class A: priority = 1 * ([[AI Value]] / hp) * 100%''</big>, where 1 is the Arrow tower damage (bug); AI Value - total Value of the stack; hp - total [[Health]] of the stack.
*<big>''For class B: priority = 1 * (AI Value / hp) * 50%''</big>
*<big>''For class C: priority = 1 * (AI Value / hp) * 33%''</big>
 
'''Loss in army quantity'''
*<big>''For class A: priority = 1 / hp * 100%''</big>, where 1 is the Arrow tower damage (bug); hp - total Health of the stack.
*<big>''For class B: priority = 1 / hp * 50%''</big>
*<big>''For class C: priority = 1 / hp * 33%''</big>
 
After the calculations AI chooses a target with the highest calculated priority. If there are several troops with the equal priority, then the AI will choose a stack, which was placed in the rightmost slot of the hero's army.
 
Knowing this and considering the fact that the AI prefers to target shooters, it might be a good decision to fill your empty rightmost slots with ranged troops with a single unit in each of them. The other possible way of saving the friendly ranged stacks is to move forward, closer to the primary Arrow tower, a powerful stack of tier 1 troops or a [[flying]] stack.
 
== {{hota}} ==
Damage calculation was changed to make Arrow towers more dangerous. Their innate 10 [[Attack]] points now added together with the defending hero Attack skill and increase damage properly, while still ignoring the target's [[Defense]] parameter. [[Archery]] now increase the Arrow tower damage as well. The [[Armorer]], [[Air Shield]] and [[Petrification]] bug has been fixed, so these modificators now properly decrease the Arrow tower damage.


[[Category: Combat]]
[[Category: Combat]]


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Revision as of 21:10, 18 March 2021

Arrow towers are special addition to combat when hero is trying to capture a garrisoned town. A town can have a primary Arrow tower (when Citadel is built) or one primary and 2 secondary Arrow towers (when Castle is built).

Damage calculation

Structures

Arrow tower damage depends on the number of "structures" - buildings built in a town. Not all buildings affect the Arrow tower damage, among them:

Common buildings, which are structures Town Town Specific buildings, which are:
Structures Not structures
Blacksmith, Creature Dwellings, Grail building, Mage Guild, Marketplace, Resource Silo, Tavern, Town Hall Lighthouse, Shipyard, Stables Brotherhood of the Sword, Griffin Bastion
Mystic Pond, Treasury Fountain of Fortune, Miners' Guild, Dendroid Saplings
Artifact Merchants, Library, Lookout Tower, Wall of Knowledge Sculptor's Wings
Brimstone Stormclouds, Castle Gate, Order of Fire Birthing Pool, Cages
Cover of Darkness, Necromancy Amplifier, Shipyard, Skeleton Transformer Unearthed Graves
Artifact Merchants, Battle Scholar Academy, Mana Vortex, Portal of Summoning Mushroom Rings
Ballista Yard, Escape Tunnel, Freelancer's Guild, Hall of Valhalla Mess Hall
Blood Obelisk, Cage of Warlords, Glyphs of Fear, Shipyard Captain's Quarters
Artifact Merchants, Magic University, Shipyard, Vault of Ashes Horn of the Abyss Garden of Life
Grotto, Shipyard, Thieves' Guild Pub, Roost

Damage

The damage of the primary Arrow tower is calculated by the formula:

Damage = Base_Damage + d * N

The damage of the secondary Arrow tower is calculated by the formula:

Damage = Base_Damage + d * N/2

where Base_Damage - is the base Arrow tower damage, equal to 10..20 points of damage for the primary and 6..12 points for the secondary Arrow towers; d - additional damage for every structure built, equal to 2..4 points; N - number of structures built. The result of N/2 is rounded down.

As indicated above, different towns have a different number of structures available, therefore, a different maximal Arrow tower damage range.

Town Number of structures Primary Arrow tower damage range Secondary Arrow tower damage range
17 44..88 22..44
16 42..84 22..44
18 46..92 24..48
17 44..88 22..44
18 46..92 24..48
18 46..92 24..48
18 46..92 24..48
18 46..92 24..48
17 (18 Horn of the Abyss) 44..88 (46..92 Horn of the Abyss) 22..44 (24..48 Horn of the Abyss)
18 46..92 24..48

The Arrow tower damage cannot be changed by any other damage modificator. The Defense parameter of their targets is always ignored. Despite the right-click tip says that an Arrow tower has 10 Attack, finale damage remains unmodified. Archery or the Artillery secondary skills do not affect the damage as well, but a defending hero with Artillery skill is able to control the Arrow towers during a siege. Arrow towers cannot deliver a lucky strike.

The only exception is a bug, which cause the troops under command of a hero with Armorer secondary skill take additional damage from the Arrow tower attack. Troops, which are buffed by Air Shield spell or are petrified take additional damage as well.

Arrow towers under the AI control

General observation: Arrow towers target the enemy troops depending on their "class". The class is assigned for every enemy troop stack based on their opportunities to deliver damage to the defending troops.

  • Class A - the enemy troop stack can attack immediately when it is its turn to act. Ranged units, that still can shoot, belong here.
  • Class B - enemy troop stack, which can't attack immediately, but can attack its next turn.
  • Class C - enemy troop stack, which can't attack immediately and its next turn, but can attack after.

The AI considers the Arrow tower damage equal to 1 (bug), that is why it prefers to target the stacks with 1 unit in it over the stack of the same units with number, let's say, 10 in it.

There are 2 factors, based on which AI chooses its target. The priority target is calculated separately for each class.

Loss in army power

  • For class A: priority = 1 * (AI Value / hp) * 100%, where 1 is the Arrow tower damage (bug); AI Value - total Value of the stack; hp - total Health of the stack.
  • For class B: priority = 1 * (AI Value / hp) * 50%
  • For class C: priority = 1 * (AI Value / hp) * 33%

Loss in army quantity

  • For class A: priority = 1 / hp * 100%, where 1 is the Arrow tower damage (bug); hp - total Health of the stack.
  • For class B: priority = 1 / hp * 50%
  • For class C: priority = 1 / hp * 33%

After the calculations AI chooses a target with the highest calculated priority. If there are several troops with the equal priority, then the AI will choose a stack, which was placed in the rightmost slot of the hero's army.

Knowing this and considering the fact that the AI prefers to target shooters, it might be a good decision to fill your empty rightmost slots with ranged troops with a single unit in each of them. The other possible way of saving the friendly ranged stacks is to move forward, closer to the primary Arrow tower, a powerful stack of tier 1 troops or a flying stack.

Horn of the Abyss

Damage calculation was changed to make Arrow towers more dangerous. Their innate 10 Attack points now added together with the defending hero Attack skill and increase damage properly, while still ignoring the target's Defense parameter. Archery now increase the Arrow tower damage as well. The Armorer, Air Shield and Petrification bug has been fixed, so these modificators now properly decrease the Arrow tower damage.