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Tips and Hints Different solutions, tips and hints.

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  #1  
Old 04-26-2009, 02:25 PM
Vilk Vilk is offline
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I hadn't quote the Hard mode thing, I haven't yet played any game at this mode so it's not useful to continue this exchange. In Normal mode I have some arguments but not sure they can apply to Hard mode.

Anyway a more general comment, I quote two things:
  • This forum has some keys like resurrection, inquisitor, Time Back, and more. Fine but the game isn't about having zero loss.
  • Often (anywhere, any game, any forum) people answer only from an end of game point of view and forget quote the point. A typical example is Pain Mirror, someone quote it but forget mention that it's for the end of game, before it won't be your best attack spell. The end of game point of view is where is possibly the record, like best stats and so on, but it's not the whole real game.
I know people here know it but forget mention it too often, no zero lost isn't the single strategy/tactic and from far. And no end game isn't the only point of the game and in fact a small part of the whole game.

I feel your two answers (Ryastar & Razorflame), felt a bit in the problem, no the game isn't only its end game and no the game isn't that simple, it's not even that there is only one best solution, is the game is lacking so much of depth that there's just one solution to a problem, even just from a character management point of view?

In Normal mode, no, the game keep all its depth and diversity. It's possible that the hard mode isn't well done and in this mode there's only one good character management and one good global tactic looking for zero lost.

That said the game has probably few little flaws in term of some too significant unbalance, I quoted few, Time Back, Griffin/Demon, Inquisitor. Should really all army should include Inquisitor and Griffon/Demon. No for the sake of the game even if it's extremely efficient. Look at Time Back in a same way, give it a break and look at alternatives. But well this thread isn't the place for that, because of its restriction to Hard mode.
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  #2  
Old 04-26-2009, 06:38 PM
Vilk Vilk is offline
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Few points even if as I wrote I don't want argue about the Hard mode I never played yet.

I pick up my current party where my knight has explored all area before Demonis even if not all fights are yet done. I count the rage shines I get, 3. I didn't get any rage bonus but from base and skills ie 55 base but 50 in hard mode. 50+15=60. Items, only a +8 rage at this point. So rage 68, then let say one rage level up was forced, so 75. That's quite far from 100. The point is probably more that most consider that 70 is enough even for a knight. In Hard mode I don't know, in normal mode, that's weird.

Few questions, related but also for curiosity:
  • Critical attack rate is linked to the rage that is obvious but how? Is it only a percentage thing ie how high it is fill or the rage current level counts?
  • Is in Hard mode opponents have higher defense/attack or it's only bigger stacks? Are opponents heroes get higher defense? I doubt units change.
  • Between two fights time pass and rage decrease then with a rage that low than 70 I wonder how start fights with a good rage level, how manage this?
  • Attack is in favor during 14 first levels, that adds +7 attack with few luck. 7 is that huge so that means you take the Dark Commander to max and always take care to fight at night? Attack + 7 and +2 Initiative are huge but even more if +7 Attack is that important.
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  #3  
Old 04-26-2009, 08:35 PM
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Ryastar Ryastar is offline
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1. I'm not sure of the exact effect of rage on crit, but I think it is percentage based, though again, not sure.
2. In hard mode there are more enemy troops in each stack meaning that more damage is needed to kill any given stack, and all damaging spells/rage abilities (except soul drain) as a result kill a smaller percentage of the enemy.
3. It's quite easy to end every battle with full rage, and it's just a simple matter of fighting another enemy soon enough afterwards. How much rage you need at the beginning of the battle depends on what ability you want to open with and how much it costs.
4. That whole "first 14 levels thing" is a general strategy, and comes partially from the calculations I made for my posts on pg 4 of this thread: http://forum.1cpublishing.eu/showthread.php?t=5951 . The gist of it is that leadership will be one of the options offered if you did not pick it the level before. The amount will be 60/50/40 times your level for warrior/pala/mage. It is therefore better to get leadership on all the even levels, but the other consideration is that at some point you will not be picking the other option over leadership. Assuming several things (see the thread for details) at level 14, leadership starts being more valuable than attack in terms of damage increase, so that is why level 14 is mentioned. So the generally accepted strategy is to pick the other option until some cut-off point (my suggestion is level 14, others say 10 or 15 etc). The reason behind this is at lower levels the leadership is a fairly small amount, whereas the stat increase is always the same, so it's important to get the stat increase at early levels when you give up less leadership to do so.

You accuse us of considering things only in the light of the end game, but you don't realize, as we do, that you need to. If you don't pick stat upgrades in the early game, you are in effect making the easy parts of the game easier and the hard parts harder. Not exactly the smartest choice.
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Old 04-27-2009, 01:06 AM
Razorflame Razorflame is offline
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furthermore i only play on impossible level
at least a bit of challenge there
and sure i lose some troops along the way

but you have to calculate what to do
and in the end you will see that attack>rage

rage is easy to get and easy to fill

it's harder to get more damage :> with your troops
since enemy stack can be gigantic
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  #5  
Old 04-27-2009, 01:27 PM
Vilk Vilk is offline
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Quote:
Originally Posted by Ryastar View Post
1. I'm not sure of the exact effect of rage on crit, but I think it is percentage based, though again, not sure.
2. In hard mode there are more enemy troops in each stack meaning that more damage is needed to kill any given stack, and all damaging spells/rage abilities (except soul drain) as a result kill a smaller percentage of the enemy.
3. It's quite easy to end every battle with full rage, and it's just a simple matter of fighting another enemy soon enough afterwards. How much rage you need at the beginning of the battle depends on what ability you want to open with and how much it costs.
4. That whole "first 14 levels thing" is a general strategy, and comes partially from the calculations I made for my posts on pg 4 of this thread: http://forum.1cpublishing.eu/showthread.php?t=5951 . The gist of it is that leadership will be one of the options offered if you did not pick it the level before. The amount will be 60/50/40 times your level for warrior/pala/mage. It is therefore better to get leadership on all the even levels, but the other consideration is that at some point you will not be picking the other option over leadership. Assuming several things (see the thread for details) at level 14, leadership starts being more valuable than attack in terms of damage increase, so that is why level 14 is mentioned. So the generally accepted strategy is to pick the other option until some cut-off point (my suggestion is level 14, others say 10 or 15 etc). The reason behind this is at lower levels the leadership is a fairly small amount, whereas the stat increase is always the same, so it's important to get the stat increase at early levels when you give up less leadership to do so.

You accuse us of considering things only in the light of the end game, but you don't realize, as we do, that you need to. If you don't pick stat upgrades in the early game, you are in effect making the easy parts of the game easier and the hard parts harder. Not exactly the smartest choice.
Thanks for the answers,.

1: weird that in a way a fighter get penalized for critical because he has a higher rage, probably, as you I don't know but I also feel it's a percentage thing.

2: Quite a bad difficulty management, destroying a lot of points of the game and reducing a lot its diversity. A lot to improve there.

3: That wasn't my question, not at end but at beginning.

4: I answered you in the post you quoted.

About end of game why you feel it as an accusation? It's just fact and see the little math I answered in the thread you quote.
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