![]() |
|
|||||||
| King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series |
|
|
Thread Tools | Display Modes |
|
#2
|
|||
|
|||
|
From King's Bounty Armored Princess Gamer Edition Manual
""" The loss to group from a poisoning/burning calculates under the formula: Loss = BurnPoisonK * random(0.05; 0.1) * CurrentTotalHealth * MedalBonus where random(0.05; 0.1) - random number from a range [0.05; 0.1]; CurrentTotalHealth - current total health of burned/poisoned group; MedalBonus - the multiplier depending on current level of a medal Fighting Alchemy: 1.1/1.2/1.3 at 1-3 level of a medal. It is applied only if the enemy of the player is poisoned; if the ally has been poisoned - a multiplier = 1; BurnPoisonK - the factor depending on the relation of total leadership of the enemy, imposed effect, and total group-target leaderships: BurnPoisonK = ImposedGroupLeadership / TargetLeadership where: BurnPoisonK is limited to a range [0.1; 1.0]. BurnPoisonK for spells always = 1. For ability of the Phoenix Fiery Storm always = 1 too. If the effect of the Poisoning/Burning already "hangs" on group it cannot be replaced by new effect of the Poisoning/Burning with smaller value BurnPoisonK (But nevertheless, duration of "hanging" effect is filled to duration of imposed effect). Example 5 Royal Snakes from army Ameli (Leadership of one being 60) poisons Swordsmen of enemy (Leadership of one 35, Health of one 35) which after the dragon attack remains exactly 15. At Ameli there is a medal Fighting Alchemy of 2nd level (+20% of a loss to a poisoning/burning). BurnPoisonK = ImposedGroupLeadership / TargetLeadership = (5*60) / (15*35) = 0.57. BurnPoisonK = 0.57 gets to a range [0.1; 1.0] and consequently remains without changes. At reception of course the loss by poison will be caused to Swordsmen (if they any more were not exposed to attacks): Loss = 0.57 * random(0.05; 0.1) * (15*35) * 1.2 = random(18; 36) That is, Swordsmen will receive from poison a loss from 18 to 36 units. """ Crit damage was not in Armored Princess, and has a different mechanic. Viking skills have a chance to INCREASE critical damage beyond 150% damage (at maximum dmg threshold). Critical Damage does maximum damage in a range (like bless) AND 1.5X that amount. So, it is very possible strange behaviors will take place with critical hit burnings since critical hits do "maximum" damage... Since you burned them through "rage" this counts as a "spell" and BurnPoisonK = 1. Also, don't forget that plants are vulnerable to fire so they take more damage... poor things. Last edited by ckdamascus; 11-09-2012 at 11:27 PM. |
| Thread Tools | |
| Display Modes | |
|
|