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

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  #1  
Old 11-23-2009, 12:17 PM
DGDobrev DGDobrev is offline
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Well, if you correct the formula, you will go back to the old KBTL style burning/poisoning. In KBTL it didn't do much damage because burning/poisoning was more like an effect than a tool. In KBTL Burning/poisoning reduces defense of the unit by 20% and inflicts a small amount of damage, which is based in a certain damage range - not like in KBAP, where the burning/poisoning damage is based on the troop's HP.

The problem is that some people will like the new formula, some will not
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Old 11-23-2009, 03:47 PM
Kosiciel Kosiciel is offline
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Well, I don't like this new formula. Makes no sense to me. But, as you've said, some may like it.
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Old 11-23-2009, 03:53 PM
DGDobrev DGDobrev is offline
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I can assure you that as soon as you get the hang of it, you are going to love the new formula.
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  #4  
Old 11-23-2009, 06:22 PM
bot_pet bot_pet is offline
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It actually makes more sense with this formula... imagine in the real world 1 guy poisoning a well in a village with 10 population, then 1 guy poisoning a well in a castle with 500 population. The same 1 guy did much more damage to the castle population

I guess they went with this line of thinking, maybe to open up new strategies or something
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Old 11-23-2009, 06:35 PM
Kathos Kathos is offline
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I don't really understand how to read that formula, but I have definitely noticed the damage on burn damage (havn't really been poisoned yet, although my royal snakes poison doesn't hit high at all) is disgustingly high. I hate the new formula for it though because the computer always has 100+ burn damage on any of my units, and I get a whopping 20-40. To say the least it's really pissing me off trying to play with no losses and I have to restart every battle with a hero because of the damage coming out of an enemy hero's flaming arrow with 2 intellect and killing several high health units with it that are hard to resurrect in a 3-4 round fight.
In KBTL I really only used psn/burn to lower defense/attack, I never relied on the damage since it didn't do a whole lot anyways. From 1 extreme to the other =/
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  #6  
Old 11-23-2009, 06:43 PM
DGDobrev DGDobrev is offline
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I can assure you that burning/poisoning is only irritating in the beginning. Once YOU get to use this little tool and master it with time, you will change your opinion.

General rule of thumb when using units with burning/poisoning post-effects:

1. Make sure the enemy stack is big or is comprised of high-health units.
2. Make sure the enemy stack has low fire/poison resistance. The lower the resistances, the better the effect.
3. Make sure the leadership difference between your stack and the enemy stack is close. This will maximize the effect.

You will soon find out that it is worth it. Whenever I play with units with post-effects, I always make sure that I get the battle alchemy medal. The extra poisoning/burning damage is more than welcome.
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  #7  
Old 11-23-2009, 07:23 PM
Stepsongrapes Stepsongrapes is offline
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Quote:
Originally Posted by bot_pet View Post
It actually makes more sense with this formula... imagine in the real world 1 guy poisoning a well in a village with 10 population, then 1 guy poisoning a well in a castle with 500 population. The same 1 guy did much more damage to the castle population

I guess they went with this line of thinking, maybe to open up new strategies or something
It doesn't make sense. In your analogy, each of the 10 people or 500 people would get a little sick. Yes, more people get a little sick in the second scenario because of the numbers, but no one dies.

In Armored Princess: with 10 people, the first guy in the stack gets a little sick. With 500 people, first guy in the stack drops dead. The game is calculating damage as a fraction of the total stack health, but applying it ALL to the first guy. Strange how more people drinking from the well made the first guy keel over, eh?

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: i.e., a stack of ten 100-hp units becomes a stack of ten 90-hp units. This simulates the weakening/burning effect.

Lumping all of the effects for the whole stack against the top guy is very unrealistic. Now, I understand that game mechanics need not be realistic. This new system may or may not be better for gameplay, but it certainly isn't grounded in realism.
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