#31
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kill 1-14 dragons .. it decreases counter by 1 and cant be use 1 time.
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#32
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Ah figured there was a limit to it, would be too broken otherwise. My mage can certainly use some might runes >.<
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#33
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I just bumped into some heroes such as Morto, Azzak and Halt on verona, looking at this info thread, is it safe to presume that I can kill these heroes without losing out on a potential quest/bounty ?
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#34
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Yes. Only the ones posted there are a part of a bounty quest.
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#35
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Damage type from spells
whydoyouthinkthathappened asked a very valid question about spells and damage types. I think the answer belongs here, so here goes:
1. Order Magic - Healing vs. Undead Damage type: Magic Damage = Damage*(1+0.05*Int)*(1+0.01*Magic Light skill) - Magic Pole Axe Damage type: Physical Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items) - Lightning Damage type: Magic Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items)) - Life Light vs. Undead Damage type: Magic Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items)) 2. Distortion. - Pain Mirror Damage type: Magic Damage=Damage received*(Base%*(1+0.01*(Destruction+Items))+Mirro r Shield+Инт/2)/100 - Ghost Blade Damage type: Physical Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items)) - Exorcism Damage type: Magic Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+magic Light+Items)) - Geyser Damage type: Physical Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items)) 3. Chaos magic. - Flaming Arrow Damage type: Fire Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items)) - Poison Skull Damage type: Poison Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items)) - Sacrifice Damage type: Astral Damage=Damage*(1+0.05*Int)*(1+0.01*(Destruction+It ems)) Note: Rounded down - Hell Breath Damage type: Fire Damage spell lvl 1 = +20%*(1+0.01*Items), but no more than 80% Damage spell lvl 2 = +30%*(1+0.01*Items), but no more than 80% Damage spell lvl 3 = +40%*(1+0.01*Items), but no more than 80% - Kamikaze Damage type: Physical Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items)) - Fire Ball Damage type: Fire Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items)) - Evlin Damage type: Astral vs Living creatures Damage: 30%/40%/50% of the total troop health - Fire Rain Damage type: Fire Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items)) - Ice Snake Damage type: Physical Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items)) - Death Star Damage type: Astral Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items)) - Armageddon Damage type: Astral Burning post-effect damage: Fire Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items)) Note: inflicts 50% damage to allied troops Explanations about the formulas: - The general formula for calculating the damage looks like this: Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items)) -> Damage*(1+0.05*Int) - that is the bonus for each point in intellect (+5%) -> (1+0.15*Int/7) - that is the bonus of 15% for every 7 points of intellect -> (1+0.01*(Destruction+Items)) - that is the additional bonus from the destruction skill and any item that affects spell damage (like +% to fire spells, +% spell damage, etc.)
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#36
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About the damages, the destruction percentage is additional to the item percentage? I would have tought that, since the destruction skill is permanent once you get it, it would serve as a base for the calulation of the base damage, like the intellect modifier.
In the same trend, does stoneskin (+% of def) take into account the defense modifier if you cast Mana Spring (+def) just before? If so, does the stoneskin is set once cast, meaning it become a definate number instead of % or does it change as % if the mana spring spell wears out. |
#37
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About the stone skin + magic spring... Looking at the formulas, I'm inclined to think that the bonus from stone skin will add to the current Defense stat regardless of the magic spring bonus (if it's cast in advance), because they should be separate. I am no certain about it, but this assumption feels accurate.
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#38
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So for Pet Rage attacks. Just to confirm but it seems like it should be:
Crushing Blow: Physical Ball Lightning: Magical Dragon Dive: Physical Fiery Phantom: Astral Volcanoes: Fire |
#39
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Actually I'm glad you bring it up pavned. This is a question I've been thinking to work out how to ask, since it's kind of abstract. But basically what you're saying.
How do the empowerment spells and other effects that use percentage stack? A good example as you gave is the Mana Spring & Stone Skin. If Spring is cast first does the % boost of Skin use the base defense of the unit or does it calculate off of the rating after Spring is added? The thing is there are so many different spells and items and skills and talents and such that add or subtract fixed numbers and percentages the permutations are too vast to try and make a complete list. So is there a rule that applies to everything? If there are exceptions what are they? I would think one would need to examine the game code to really get a complete and certain answer, or get one of the game designers to give the info. I would think that each % empowerment would calculate off the base rating and then those numbers would be added together. So it's not like upgrading the Destruction skill as early as possible is a good strat because everything that comes after is calculated from the new figures provided by Destruction. |
#40
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Nah, you can just do math to it. Effects that increase the stats of a unit, increase based on the base stats. Things that add do so after.
So stat_total = stat_base * (1 + sum of percentile bonus) + sum of absolute bonus where percentile bonuses are like .3 for having full morale, or 1 for female units with the incubus boy toy. Absolute bonuses are things like the stats of Amelie, mana spring, or specific bonus' from items. There are a few exceptions to this, and I think those abilities generally say. For instance, I think the ability from bears to increase their attack after they take damage specifically says 'current' somewhere in there. I have not yet mathed that one. So, stoneskin for 20%, and +10 mana spring on a unit with 10 defense baseline will have 22 defense. +2 for stoneskin, +10 for mana spring. I have not tested this in a while (I maybe only did for The Legend), so if someone has empirical data that contradicts me, I'd be happy to revise. |
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