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Hero Invincible 3 Attribute Analysis: Attack and Defense, Damage, Speed and Life, Which is the Best?

author:Pin Han said that Tang Guan Song Ming

As one of the most classic war chess strategy games, Heroes of Might and Magic 3 is naturally familiar to everyone, and it can't be more familiar.

From race to hero strength, from treasure acquisition to stunt selection...... It took everyone 30 years to experience the countless content gameplay of Heroes Invincible 3, and there are still many people who still haven't understood it all.

The most important reason is that I still failed to understand the real role of several attributes in this game.

Don't look like there are only a few basic attributes that determine victory or defeat: health, attack, defense, speed, and damage. However, in the actual game, these five attributes will produce countless different combinations and playing styles due to different environments.

Whether or not you can understand the fundamental role of these attributes has become an important indicator of the player's level.

Hero Invincible 3 Attribute Analysis: Attack and Defense, Damage, Speed and Life, Which is the Best?

Today, we will take a detailed look at the five basic attributes in Heroes of Might and Magic 3 to see what these attributes do in their own right, and how effective they are in the final calculations and battles.

1 Offensive and defensive attributes function and calculation formula:

Positive Attack/Defense Difference: Damage = (Random Value in Unit Damage Radius) X (1 + Attack and Defense Difference X 5%)

Negative Attack/Defense Difference: Damage = (Random Value in Unit Damage Radius) X (1 + Attack and Defense Difference X 2.5%)

The above is the most basic formula for calculating offensive and defensive damage in Heroes of Might and Magic 3. This formula corresponds to the two most basic attributes of attack and defense in the game.

Let's not talk about fixed parameter damage, in terms of the two attributes of attack and defense, in fact, there is still some knowledge in Heroes of Might and Magic 3.

First of all, the attack and defense attributes in the game are mainly used as amplification factors when calculating damage.

Hero Invincible 3 Attribute Analysis: Attack and Defense, Damage, Speed and Life, Which is the Best?

From the formula, we can see that there are actually two formulas for calculating the actual damage of the corresponding hero invincibility. One is the damage increase when the attacker's attack is greater than the defender's defense, and the other is the damage reduction when the attacker's attack is less than the defender's defense.

The simplest way to understand this is that if the attack power of our attacking unit is 100 and the damage is 10, and the defense of the defending force is 60, then according to the above formula, the actual damage dealt is equal to:

10*(1+(100-60)*5%)=10*300%=30点

This is equivalent to 3 times the actual damage. It is important to note that there is a cap on this damage, and you can only deal up to 400% of the damage. This means that when the attack is higher than 60 defense, the damage threshold is basically reached.

And what about when defense is higher than offense?

The same two troops just now, now the attacker's attack power is 60, the damage is still 10, and the defender's defense is 70, then the formula at this time becomes:

10*(1+(60-70)*2.5%)=10*75%=7.5(8)点

At this point, the unit that was just able to triple the damage could only deal 80% of the 8 damage. The lower limit of this damage is 30%, in other words, when the defense is higher than the attack by 28 points, it will come to the defense threshold, that is, the minimum damage will be 30%.

As for the case of attack = defense, it is equivalent to no increase or decrease, and the damage is as much as it is.

Of course, this attack and defense itself is not so simple.

First of all, the class itself has its own attack and defense, for example, the Holy Dragon has the highest 50 attack and defense, and when it fights the archangel, it can inherently get 1 times the effect of increasing damage and reducing half of damage.

Secondly, the hero itself also has its own offensive and defensive attributes, and this offensive and defensive attribute can be increased to a maximum of 99 (actually 127 points), and then the effect of the treasure is added. At most, it can give more than 100 offensive and defensive bonuses to the class.

Finally, there will be magic on the battlefield that increases the offensive and defensive attributes, and the offensive and defensive changes brought about by these spells will also be included in the calculation of the attack and defense percentage in actual combat.

Hero Invincible 3 Attribute Analysis: Attack and Defense, Damage, Speed and Life, Which is the Best?

On the battlefield, we see that the brackets behind the troops' attack and defense are the real offensive and defensive attributes after the current actual increase.

Don't worry, the actual damage of Heroes Invincible 3 is far less than the increase and decrease in attack and defense. Let's move on.

2 Effect of Damage Attribute and Calculation Formula:

It's pretty straightforward to look at the damage amplification and reduction alone, but if you look at the complete damage calculation formula below, you'll probably have a lot of question marks in your head:

When the offense is greater than the defense, the damage is calculated as follows:

Final Damage = Class Base Damage * (1 + Damage Amplification + Offense/Archery Amplification + Offensive Perk/Archery Perk Amplification + Blessing Perk Amplification + Luck Amplification + Class Perk Amplification (e.g. Black Knight's Critical Strike/Knight Charge/Mortal Enemy Amplification/Trait Amplification)*(1 - Defense Damage Reduction - Defense Perk Damage Reduction)* (1 - Magic Melee Damage Reduction/Magic Ranged Damage Reduction)* (1 - Shooting Melee / Ranged Halving)* (1 - Mental Magic Damage Reduction)* (Random Damage Value - Curse Effect + Blessing Effect) * Number of units.

When the offense is less than the defense, the damage is calculated as follows:

Final Damage = Class Base Damage * (1 - Damage Reduction) * (1 + Offense/Archery Amplification + Offensive Perk/Archery Perk/Blessing Perk Amplification + Luck Amplification + Class Perk Amplification (e.g. Black Knight's Critical Strike/Knight Charge/Mortal Enemy Amplification/Trait Amplification)*(1 - Defense Damage Reduction - Defense Perk Damage Reduction)* (1 - Magic Melee Damage Reduction/Magic Ranged Damage Reduction)* (1 - Shooting Melee / Ranged Halving)* (1 - Mental Magic Damage Reduction)* (Random Damage Value - Curse Effect + Blessing Effect) * Number of units.

How's it going, isn't it a little dizzy to watch?

But if you analyze it carefully, it's actually easier to understand. In fact, this formula can be roughly divided into three aspects.

The first one, of course, is the damage amplification part.

In addition to the attack amplification mentioned above, the hero's offensive or archery skills can also increase the final damage.

Hero Invincible 3 Attribute Analysis: Attack and Defense, Damage, Speed and Life, Which is the Best?

For example, archery can increase the final damage by 50%, while offense increases the final damage by 30%.

Hero Invincible 3 Attribute Analysis: Attack and Defense, Damage, Speed and Life, Which is the Best?

For heroes with the above two perks, the damage effect of level*5% can be further increased.

For example, Haag, a level 40 Haag, can increase the offensive skill increase by 40*0.3*0.05=60%. Therefore, Haag at level 40 will eventually have a 90% increase in damage due to his characteristics.

If his attack triggers Lucky again, the amplification is increased by another 100%.

If he is carrying an archangel at this time, and the opposite side happens to be an archdemon, it increases by another 50%.

In this way, the damage increase at this point becomes:

50 (Archangel Base Damage) * (1 + 0.1 (Archangel Attack 30 minus Archdemon Defense 28) + 0.3 + 0.6 + 1 + 0.5) = 175 points.

That's the first part of the injury.

The second one is the damage reduction part.

If at this time he is opposite, is a level 40 steel plate Tetaze. So what kind of damage reductions will come up?

First of all, Defense comes with a 15% reduction.

Hero Invincible 3 Attribute Analysis: Attack and Defense, Damage, Speed and Life, Which is the Best?

At level 40, Taize has a 40*0.15*0.05=30% defense reduction increase.

At this point, the base damage reduction becomes 1-0.45=55%.

Then, Tezer unleashed another Guardian Aegis, reducing melee damage by 30%

Hero Invincible 3 Attribute Analysis: Attack and Defense, Damage, Speed and Life, Which is the Best?

Finally, because there is no range, and there is no other mental magic. So the final damage at this point becomes:

=175*0.55*0.7=67.3,约等于67点伤害。

So, in the end, the archangel slashed at the archdemon, and the base damage became 67 points.

The third part is the quantity calculation.

If the number of archangels at this time is 100, there are also 100 archdemons. In the end, an attack by the Archangel caused 67*100=6700 damage. The Great Demon had 200 HP, and 33 of them were directly hacked to death.

And when the Great Demon fights back, we just need to apply the following formula in reverse.

That is, if the Great Demon has a blessing effect this time, and also hits a lucky blow, Hag has no defensive skills, Taize has no offensive skills, and Hag has released the Body Protector Aegis magic. Then when the Great Demon hits a maximum damage of 40 points, the final damage is

Final damage = 40 * (1-0.05) * (1 + 1 + 0.5) * (1) * (1-0.3) = 66.5 equals about 67 damage.

The 67 archdemons caused 4455 points of damage, and the archangels had 250 points of blood, directly hacking 17 archangels to death.

In fact, the most special thing in this is the comparison of the effect of damage increase and reduction brought by offensive and defensive features.

Why do everyone say that the offense is strong in the early stage, and the defense is strong in the late stage? The reason is that the offensive increase brought by the offensive special is generally relatively high, and the multiplication effect can be played at low levels (Ou Ling is even more so), so when the defense is not up in the early stage, the effect of the offensive special can be maximized.

And in the later stages, you will find out when the level of the defensive special comes up. The defensive reduction effect of the defensive trait is multiplied by the back, which can reduce not only the increase of the base attack, but also the amplification of the offensive trait, and the effect of all other damage amplifications such as lucky hit, mortal enemy attack, etc.

Therefore, once the defensive reduction is above a certain threshold, the offensive amplification effect of the offensive trait can be canceled to the greatest extent in the later stage.

Of course, there's also the increase in cavalry charges, which involves the halving effect of ranged and other mental magic. But the general idea is what I said above.

If you play Heroes of Might and Magic 3 again, you can also apply this formula to calculate it. In general, there are some special phases such as 60 more attacks, 28 more defenses, 2x damage amplification, and 60 defense levels, etc., if you can remember.

Finally, it's important to note that there's a cap on the final damage boost and reduction. However, in this limit, the final damage increase is capped at 8 times, and the final damage reduction is capped at 99%.

That's why the higher level of Tyzer is the Doctrine of God.

3 The role of speed:

After reading the previous complex calculation routine, let's take a look at a relatively easy attribute, that is, speed.

Hero Invincible 3 Attribute Analysis: Attack and Defense, Damage, Speed and Life, Which is the Best?

Speed is a value that affects two dimensions in Heroes of Might and Magic 3, one is the order of shots, and the other is the movement distance/map movement speed.

The former is actually very easy to understand, that is, whoever has the highest speed will strike first. The highest basic speed in this is naturally our big phoenix at 21 o'clock, followed by the holy dragon at 19 o'clock, the archangel at 18 o'clock, and the great demon at 17 o'clock are all representatives of high-speed characters.

But with the same speed, who will move first?

In fact, as long as you remember two sentences, the first sentence is that the attacker moves first, and the second sentence is not linked at the same speed.

To put it simply, it is a unit with the same speed on the battlefield, the attacker moves first, and if the attacker has the same speed, it is the first move above. However, on the second turn, the first to move becomes the defender's unit of the same speed.

Of course, by changing the speed and waiting for these strategies, you can change this order. Because there are so many situations, we won't explain them all. All in all, you know that the attacker takes the lead and the defender takes the lead at the same speed.

In addition to the order of shots, another role of speed is to determine the movement distance of the class and the movement force outside the battlefield.

The latter is easier to understand, and the approximate numerical range is as follows:

At a speed of 1, the movement force is 1360 points

At speed of 2, the movement force is 1430 points

At a speed of 3, the movement force is 1500 points

At a speed of 4, the movement force is 1560 points

At a speed of 5, the movement force is 1630 points

At a speed of 6, the movement force is 1700 points

At a speed of 7, the movement force is 1760 points

At a speed of 8, the movement force is 1830 points

At a speed of 9, the movement force is 1900 points

At a speed of 10, the movement force is 1960 points

At a speed of 11+, the movement force is 2000 HP.

In a word, if you bring the slowest class and the fastest class, the movement power difference is 500 points, which is equivalent to the effect of a pair of shoes (600 shoe movement).

Hero Invincible 3 Attribute Analysis: Attack and Defense, Damage, Speed and Life, Which is the Best?

On the battlefield, movement speed determines how far a class can go.

Because you can walk 1 block at 1 point of speed on the battlefield, and walking from one end to the other is about 14 blocks. If both sides are large, the middle distance is 10 cells, and if both are small, the middle is 12 blocks.

Therefore, in the class, speed 6 (7), 8, 12, and 15 have a very special meaning.

6 means that the troops can come to the opposite opponent in two rounds, if they are all small in size, then they need 7 speeds;

8 means that troops can come anywhere on the map in two turns, not just directly opposite them;

12 represents that the troops can come to the opposite opponent in one turn;

The last 15 means that troops can come anywhere on the map in one turn.

These speed standards are actually the difference between slow, ordinary, fast, and extremely fast.

To put it simply, that is, the troops with an initial speed of less than 6 will have to walk in front of the opponent at least three times, which belongs to the type that cannot move at all, and generally the corresponding troops are high blood or thick defense;

Troops with an initial speed of 6~8 will most likely be able to move in front of the opposing team by waiting for one time & two turns. It is equivalent to having a certain movement ability, and it is also the most conventional troop movement effect.

As for the troops with a speed of 12, there are more raid troops. For example, dragon flies, silver pegasus, etc., they can directly rush in front of the opponent's ranged troops, so that the opponent's ranged troops cannot attack in the first place. It is a unit with a high strategic position in the early days.

Finally, the troops with a speed of 15 move all over the map, and they can go anywhere, and they belong to the troops that are completely free in speed.

With this judgment, you will probably have the basic logic of what you should do with those troops in the game.

4 The role of life:

The last and simplest attribute is naturally our life attribute.

There is no formula for this property, it is simply a life value. It represents the corresponding HP of our troops.

For example, when 100 peasants are beaten, if 50 points of blood are killed, 50 peasants will be killed, and if all 100 points are defeated, the peasant will die.

For example, the Holy Dragon, with 1000 HP, then when it receives an attack again, if it is knocked out of 500 HP, then the Holy Dragon itself will not be affected, it should move and move, and it should attack. Only when the remaining 500 HP is also knocked out, will you die and fall to the ground.

The basic rules are actually quite simple. And there are very few items that can have an impact on life. There are only three basic trinkets and a combined Holy Blood Vial.

Hero Invincible 3 Attribute Analysis: Attack and Defense, Damage, Speed and Life, Which is the Best?

The effect of this treasure is that the base HP is +4 points, and then an additional 25% HP is added.

If it is a farmer, then it is equivalent to changing the amount of HP from 1 to 5 and then adding 1 point, which is 6 points.

If it is a holy dragon, then it is equivalent to changing the amount of HP from 1000 to 1004 points and then adding 250 points, which is 1254 points.

How's that? It's easy to calculate and understand, right?

5 Conclusion:

The above is the general analysis and introduction of the five basic attributes in Heroes of Might and Magic 3.

In fact, from this article, you can see the complexity and subtlety of the design of this game.

A damage calculation alone involves more than a dozen steps and various calculation modes of addition, subtraction, multiplication, and division. And more importantly, after such a complex calculation, in the end, the balance of the whole game is still okay?

Although it is not the most extreme balance, compared with the roughness of the 1st and 2nd generations and the perversion of the 4th generation, the overall calculation of the 3rd generation is the most comfortable and the most resistant to scrutiny.

Therefore, it is not for nothing that this game can be popular today.

What are you waiting for? Why don't you turn your computer back on and revisit the details and subtleties of the best wargame strategy game in history?