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King's Bounty: Armored Princess Sequel to the critically acclaimed King’s Bounty: The Legend.

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Old 11-24-2009, 06:25 PM
DGDobrev DGDobrev is offline
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Well, the random number is any number between 0.05 and 1. Generally, I think it's pretty much impossible to get 1 as a number. That would be like hitting the jackpot. The leadership of the both troops also applies. It is very hard to find 2 troops with equal leadership. usually either your unit will have more or the enemy's.

Let's not leave out the resistances. They also factor in the damage calculation, but at a much later time.
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Old 11-24-2009, 06:36 PM
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Zechnophobe Zechnophobe is offline
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Originally Posted by DGDobrev View Post
Well, the random number is any number between 0.05 and 1. Generally, I think it's pretty much impossible to get 1 as a number. That would be like hitting the jackpot. The leadership of the both troops also applies. It is very hard to find 2 troops with equal leadership. usually either your unit will have more or the enemy's.

Let's not leave out the resistances. They also factor in the damage calculation, but at a much later time.
Hmm, this is still not sounding right, because the leaderships need not be that close, as long as the poisoners leadership is higher, that will get that max poison, according to the equation you have listed. Also, if you just cast poison skull on someone, which has the factor being 1, you will do randomly 5% to 100% damage to the stack on the next turn. That's an average of 52.5% damage... and is completely not what actually happens in game.

Where exactly are you deriving these numbers from? Decomposed script file somewhere? I think there is something very wrong here. That random number either has the wrong boundaries noted, current health represents a percentage of total, or something.
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Old 11-24-2009, 11:52 PM
Granamyr Granamyr is offline
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If they wanted to make poisoning more sensical (but still useful) the effect should be some percent decrease of health for every unit in the stack
That's a great idea! Sort of a poor man's version of Pygmy. You still get get the crazy amount of damage (depending on stack size) and it has a more realistic edge to it.

Consider the one bowman igniting a stack of 100 assassins....even if it reduces the health of the stack by 1 point, that's 100 damage but you won't have people up in arms because a lone bowman just killed one of a group of 100 assassins (and threatens to do the same on the next 2 turns....300 damage from one bowman is broken).
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Old 11-25-2009, 12:22 AM
DGDobrev DGDobrev is offline
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Originally Posted by Zechnophobe View Post
Hmm, this is still not sounding right, because the leaderships need not be that close, as long as the poisoners leadership is higher, that will get that max poison, according to the equation you have listed. Also, if you just cast poison skull on someone, which has the factor being 1, you will do randomly 5% to 100% damage to the stack on the next turn. That's an average of 52.5% damage... and is completely not what actually happens in game.

Where exactly are you deriving these numbers from? Decomposed script file somewhere? I think there is something very wrong here. That random number either has the wrong boundaries noted, current health represents a percentage of total, or something.
From the Russian KBAP guide. I simply translated it, because it sounds about right. I am not certain whether the defense of a unit factors in the post-effect damage calculation.

EDIT! OUCH!!! For shame, I seem to have made a very serious blunder. That will explain a lot. The random number varies from 0.05 to 0.1, not 1. Jesus... I'll fix it right away.

Last edited by DGDobrev; 11-25-2009 at 12:24 AM.
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Old 11-25-2009, 01:48 AM
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Zechnophobe Zechnophobe is offline
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Ah yes, that looks about right. So percent based on relative troop size in leadership, random value (5% to 10%) and then finally medal, if any.

Still odd that it is based off of leadership and not damage, or even comparative health or something. The question is, does damage resistence effect it the way one would assume? Hard to test on 'fire' creatures since most resistent to fire also don't burn. Thorns can be poisoned however, so maybe I'll see if I can get more than 5% of a thorn stack to die from a single poison hit, thus showing after damage is not being reduced by 50%
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Old 11-25-2009, 07:42 AM
Elwin Elwin is offline
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Nah, resistant to fire do burn. Alreday burned fire draogn flies or demons
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Old 11-25-2009, 08:40 AM
DGDobrev DGDobrev is offline
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Originally Posted by Zechnophobe View Post
Ah yes, that looks about right. So percent based on relative troop size in leadership, random value (5% to 10%) and then finally medal, if any.

Still odd that it is based off of leadership and not damage, or even comparative health or something. The question is, does damage resistence effect it the way one would assume? Hard to test on 'fire' creatures since most resistent to fire also don't burn. Thorns can be poisoned however, so maybe I'll see if I can get more than 5% of a thorn stack to die from a single poison hit, thus showing after damage is not being reduced by 50%
Well, I surmise that the guys who made the russian guide saw this formula in the game files. I was wondering about the damage as well, but it will be kind of hard to incorporate it in this formula. It is completely viable that stronger creatures (like dragons) should burn better, but believe me - I made a dragon playthrough for fun, and the dragons are doing a superb job throughout the game if used properly even with the current post-effect formula.
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