For the specialities, I always thought of it as at level 20, the hero gets double the benefit of the raw secondary skill. I found that to be an easier way of quantifying the benefits than trying to do 5% of the other percentages.
Good video, when I saw you explain the specialty percentage I instantly liked and subscribed. Was searching for that info for weeks until I found it on an old forum from years ago. The only thing that you should've mentioned is the archery skill and maybe the difference between shield and stone skin. That might be a good next video or maybe even 2 videos, one about the attack modifiers and one about damage reduction modifiers. Great work, keep it going! ;)
Really nice one! Personally, I think it would be even cooler if, while talking about a certain aspect, you could show some footage of the differences those aspects make during gameplay. For example, while talking about sorcery, show a hero with expert sorcery that isn’t a sorcery specialist cast implosion and show how much damage it does, then show a sorcery specialist like Malekith cast implosion with same spell power, and show how much damage that does. Same with other skills, stats, etc. It does require quite a bit more effort, perhaps even doing stuff in the map editor, but it would be even nicer to look at!
Good suggestions, thanks! What I might do is make separate videos for demonstrations, because I don't always have the time to do all of that in one video.
"Pretty simple thing right? So if lvl 18 Crag Hack with Expert Offense attacks lvl 18 Tazars 4 Chaos Hydras with his 5 Ancient Behemoths, who we can only assume has Expert Armourer, how much damage would that be?"
Assuming the actual heroes defense/offense skill is 0. Behemoth damage = 30-50, 19 offense skill Chaos hydra defense = 20 *0.2 -1 = 3 with the ancient behemoth 80%+1 reduction. = 16 diff Attacker hero = 18 offense specialty = 0.27 + 0.3 = 1.57 multiplier Defender hero = 18 defense specialty =0.135 + 0.15 = 0.285 multiplier Min dmg 30 * ( 1+ 0.8 Attack vs Defense diff + 0.57 Offense skill = 237% ) = 71,1 71,1 * (1- 0.15 defense skill - 0.135 defense specialty) = 50,8365 = 169,455% damage multiplier max dmg 50 *1.69455 = 84,7275 = 50,8365 - 84,7275 damage *5 monsters 254 - 423 = 338.5 avg Assuming they both acquired 1 defense and attack skill per level, both having 18. Then Crag Hack's Behemoth would have 37 attack, and Tazar's Hydra would have had 38 defense. But because the Behemoth reduces by 80%+1, then the hydra would have had 6,6 = 7 defense. Making the difference 31 instead of 16. Which alters the multiplier from 169,455% to 223%. Then the avg damage would have been 446, instead of 338,5. Ancient Behemoth's becomes stronger, the later the game runs. As a 80%+1 reduction from 10 to 1 = 45% damage increase. While an Archangel with a 50 defense hero would have the defense reduced from 80, to 15 = 325% increase.
Fucking A! Thank you so much for explaining the attack stat! I understood all of the others crystal clear, but the attack stat was always in a sort of mental fog.
Would you agree that attack is by far the best stat? I would say knowledge becomes useless after a point, 200 mana is a decent amount for dimension doors and town portals, but once you have decent stacks of armies your combat spells become the likes of haste and slow, not mana intense at all. Spell power really falls off as unit stacks become massive, and attack just straight up is a bigger bonus than defense. And at the end of a long campaign nobody can beat crag hack, with his offense specialty being part of it, but also the behemoths that ignore I think 90% of defense. Which means late game, there is absolutely no unit the enemy can have that beats it in a 1 on 1 battle. Unless they have extra towns, or diplomacy some big stack of units, they can't beat it. There is nothing that will beat it. It will kill a similar unit with no retaliation, it will kill a unit with higher stats. But I do play without hero juggling, so my games are quite long. Spell power will become a lot more important if you are going for a fast win, as will knowledge to cast more dimension gates and powerful combat spells. Defense is usually just to counter enemy heroes attack though, because you shouldn't really need extra stuff to kill wild armies.
A bit of a complex question to give one answer to. I think everything depends on the situation, and also your playstyle and preferences. If I had to pick one stat, I'd probably say spell power. Magic usually overcomes might and spell power is what gives it the punch. However if you're facing heavy interference, or you just don't have magic, then might stats would make more of a difference. When it comes to might stats, I tend to like defense more than attack, like I prefer tazar over crag hack for example, but of course the bonus of attack is greater than the bonus of defense (although at a high enough level tazar beats crag hack even with crag hack attacking - i tested this in a video). The problem with attack for me is it works when you can hit first and hit hard and not take any hits back, however there are more situations in game where that won't be the case and you have to tank some hits, so I tend to think that defense is a bit more useful.
@@alex_the_magician9483 Yeah sounds decent, further complicated by hero types getting different skills too. Also things like starting in a swamp is pretty bad. Didn't know the defense specialty would out scale offense though. Does that still work when the stronghold hero would end up with higher attack than a rampart or fortress would have defense? Because of the higher focus, rampart and fortress warriors are a bit more balanced in their stats. I guess its not really that important, at the end of the day they are both very strong, and the way you play is based on many factors. When you have a high defense, its still good to be able to hit the enemy first. And I would play rampart and fortress different, even if both focus on defense.
I only got partnered this week, so Wednesday was the first day that you could've seen ads on my videos. But maybe I need to change something in my settings as well, will have to look into that. I do appreciate you not using adblock though :)
@@alex_the_magician9483 Look into the options and make sure you have "monetization" or something similar turned on :P You need this to gain profits from videos ;) Sorry but I don't know how it's called in english, so I can't be very specific :(
for some reason i always thought sorcery specialists just get 5% added per level of sorcery skill so they would have 30% at expert sorcery. I guess I've been wrong about that for over two decades.
Maybe some egg-cartons on the wall behind your screen, to reduce echo? High quality video, but it gets capped at 75% goodness by the slight echo modifier. Otherwise it would get a chefs kiss.
But ads do cost us, time Is the most valuable thing we have and If you are high performing you cant realy afford to watch a 30 second ad every few minutes. And others who have no selfcontrol will actualy go and buy what they dont need and lose their hard earned money (that's on them).
Thanks for the question! So each unit has base stats, and the stats of your hero get added to that. So for example - an Angel has 20 attack and defense, and let's say your hero has 10/10, so that means that the angel will effectively have 30/30. There are other modifiers as well, like unit specialties that increase the stats of units based on the hero's level, and native terrain, which gives creatures additional +1 attack, defense, and movement speed. So then, effectively in a fight, if your angel attacks something with lower defense than the angel's attack, then for each level of difference the angel will deal an additional 5% damage - so if you attack something with 29 defense, then one angel will deal 52.5 damage instead of 50. This bonus is capped at 300%. If the defense of what you're fighting is higher than the angel's attack, then the damage is reduced by 2.5% for each level of difference. So something with 31 defense would take 48.75 damage from the angel. This reduction is capped at 75%. And skills like armorer and offense further affect the damage, as well as lucky/unlucky strikes, and spells like bless, shield, stone, skin, frenzy, etc.
I'm still confused about tazar and Kreg modifiers. Why tazar get every level 0.75? 5% out of 15%? How does overall reduction works? What comes first? Modifier or defense skill? Lets suppose I have Defence of 5 and expert armorer. Is it 25% damage reduction?
Been a while since I've made this video so there's a chance I could be wrong. But as far as I remember the specialty and the stat difference are calculated separately and added to the overall damage boost/reduction. So for example let's say you have 20 defense with expert armorer on a level 10 tazar, and you get attacked by someone with 10 attack and no offense skill. Let's say whatever attacks does 100 base damage - the reduction would be as follows: For the stat difference - 2.5% * 10 * 100 = 25 For the armorer skill/specialty (15% + .75%*10) * 100 = 22.5 So you would take a total of 100-25-22.5 = 52.5 damage I hope that makes sense
Thank you Alex. I have a question: If I have max def bonus from def-atk (70% dmg reduction), will the secondary skill Armorer still work? I mean, with 15% extra dmg reduction will I have a total of 75% dmg reduction? (1*0.3*0.85)? And if i’m being really greedy about defense, would the earth magic “expert shield” reduce another 30%? up to a total of ~82.5% dmg reduction? (1*0.3*0.85*0.7)?
Ok I just came across a post in a Heroes forum and the answer to my question here is yes :-) You can keep adding up defense bonuses as multipliers (meaning like the calculation I did above).
After years in my GoG library I finally got into this game last week and I'm having a blast. These guides are going to help a lot especially once I decide to go past difficulty 2 or even play MP. I did have some questions that are likely answered in other videos. I noticed a lot of these guides are for the JC template and I usually play on the default template since that's the only one I know that does G+U. I also play premade scenarios as well. How much do I have to modify the tips compared to your guides? Regarding single scenarios, linear scenarios like Empire of the World 2 are excluded since they play so differently.
Well it depends on the guide. This guide applies to pretty much any template. Other guides may or may not apply, it really depends on the template. This is a thinking game, and what I try to do with my guides is not just tell you what to do, but try to teach you how to think about the game. You need to put the information I'm giving you into practice and learn for yourself what works and what doesn't. So it's up to you to digest these tips and see how much they apply to the templates that you're playing.
Depending on if you have the school of magic or not. Without the magic school or with basic you summon 2 per spell power level, with advanced 3, and with expert 4.
Alex, I really like your content but I am looking for more PVM content and less PVP. Do you have more content like this, that is universal/PVM helpful and not really about online play?
Only theoretically, at 100+ hero level which you wont get any close to… About adding the expert shield spell bonus to the already 70% dmg reduction from max def-atk difference (28 more def than atk), in addition to also the secondary armorer skill, that’s a good question I also posted here…
Ok I just came across a comment section in a Heroes forum and the answer to the add ups is yes: All bonuses are working together but as multipliers, which mean: If you have for example 28 def more than enemy atk and get the max 70% reduction from def-atk, and then on top of it you have expert armorer which is 15% dmg reduction, you multiply: 1 (as for 100% base dmg) * 0.3 (as for 100%-70%=30%) * 0.85 (as for the 100%-15%=85%). Now shorter: 1*0.3*0.85 = 0.255 That means, you take 25.5% dmg, which means your dmg reduction now is 75.5%, which means your expert armorer secondary skill added about 5% dmg reduction to the already fixed 70% dmg reduction (from def-atk difference). Now, on top of that, you can keep adding bonuses in the form of multiplier. For example if on top of the dmg reduction above I add expert shield spell (30% dmg reduction in melee), I add the multiplier of it which is 0.7 (100%-30%=70%), and that would be: 0.255*0.7 = 0.1785. That means now I take only 17.85% dmg! (for melee of course in this case). So now my dmg reduction (for melee) is 82.15%, which means I added 7.15% dmg reduction to my previous state of 75% dmg reduction :-) Hope this helps!
Hello, is there any webpage, where I can download ERA//formally WOG// extensions, that are not containing viruses , malware and other sh---t? all the files I have tried to fidn and download , are always containing bad things, that antivirus immidiately detects. thanks
i don't play wog so can't help you with that unfortunately, sorry, i play hota - which you can download here: h3hota.com/en/download (but you need to have heroes 3 complete before installing it)
You should have probably mentioned the cap that can be gained from primary starts. As far as i know defense cant reduce it bellow 30% (i dont take defense secondary skill in consideration) and i did not know the cap for attack but u mentioned it as 300% increse, so yeah....
It actually is 200% increase in damage capped at 40 (A-D). You can add 30% from Offence (no specialty) or 50% from Archery (no specialty) and additional 100% from Luck (when proc). Armorer Secondary skill reduces all the damage mentioned above
@@piotrtoborek2442 I just tested this, and it seems that you're incorrect. See this screen shot: drive.google.com/file/d/1QPzImLmMfaT5Aew6tGgzWbNoZkseGZTX/view?usp=sharing The single AA stack does 185 damage, which is an increase of 135 from the 50 base damage, or 270%. And this screen shot shows that I don't have the offence skill on Pyre: drive.google.com/file/d/1fO4de-VFBh2CnQRDxWMW0btuakf5z25y/view?usp=sharing
Unfortunately you can't with the hd edition, you need to get heroes 3 complete from good old games, and then download the hota expansion, it has an online lobby built in, which is where mostly everyone plays online today
First time someone ever explains how attack vs defense works. Thank you for making this video! Instantly liked and subscribed!
You're welcome (I realize I'm a year late answering XD)
Ring of the Magi actually gives you 56 bonus rounds to spells - 6 for the components + 50 for the set.
Yep, ur right about that!
Thats just dumb as if any round is actually gonna go past 15 rounds and even that is pushing it.
@@Shiftry87 i know right?
Thanks for making this video I always was confused by some stats until now
Glad I could help :)
For the specialities, I always thought of it as at level 20, the hero gets double the benefit of the raw secondary skill. I found that to be an easier way of quantifying the benefits than trying to do 5% of the other percentages.
Yeah, that's a good point
Good video, when I saw you explain the specialty percentage I instantly liked and subscribed. Was searching for that info for weeks until I found it on an old forum from years ago. The only thing that you should've mentioned is the archery skill and maybe the difference between shield and stone skin. That might be a good next video or maybe even 2 videos, one about the attack modifiers and one about damage reduction modifiers. Great work, keep it going! ;)
Good suggestions! Thanks!
@@alex_the_magician9483 can you explain in few words how archery work with offence skill ?
I love the HoMM3 content. Good work
Cheers :)
Thanks this was a good refresher. You missed a bookmark at 7:46 where you start talking about attack/defence
Really nice one! Personally, I think it would be even cooler if, while talking about a certain aspect, you could show some footage of the differences those aspects make during gameplay. For example, while talking about sorcery, show a hero with expert sorcery that isn’t a sorcery specialist cast implosion and show how much damage it does, then show a sorcery specialist like Malekith cast implosion with same spell power, and show how much damage that does. Same with other skills, stats, etc. It does require quite a bit more effort, perhaps even doing stuff in the map editor, but it would be even nicer to look at!
Good suggestions, thanks! What I might do is make separate videos for demonstrations, because I don't always have the time to do all of that in one video.
Literally removed adblocker the moment you said it to and boom....2 commercials.....glad I can help a H3 fan. Great video by the way
haha thanks, and thanks
"Pretty simple thing right? So if lvl 18 Crag Hack with Expert Offense attacks lvl 18 Tazars 4 Chaos Hydras with his 5 Ancient Behemoths, who we can only assume has Expert Armourer, how much damage would that be?"
solve for x
Assuming the actual heroes defense/offense skill is 0.
Behemoth damage = 30-50, 19 offense skill
Chaos hydra defense = 20 *0.2 -1 = 3 with the ancient behemoth 80%+1 reduction. = 16 diff
Attacker hero = 18 offense specialty = 0.27 + 0.3 = 1.57 multiplier
Defender hero = 18 defense specialty =0.135 + 0.15 = 0.285 multiplier
Min dmg
30 * ( 1+ 0.8 Attack vs Defense diff + 0.57 Offense skill = 237% ) = 71,1
71,1 * (1- 0.15 defense skill - 0.135 defense specialty) = 50,8365
= 169,455% damage multiplier
max dmg
50 *1.69455 = 84,7275
=
50,8365 - 84,7275 damage
*5 monsters
254 - 423 = 338.5 avg
Assuming they both acquired 1 defense and attack skill per level, both having 18. Then Crag Hack's Behemoth would have 37 attack, and Tazar's Hydra would have had 38 defense. But because the Behemoth reduces by 80%+1, then the hydra would have had 6,6 = 7 defense. Making the difference 31 instead of 16.
Which alters the multiplier from 169,455% to 223%.
Then the avg damage would have been 446, instead of 338,5.
Ancient Behemoth's becomes stronger, the later the game runs. As a 80%+1 reduction from 10 to 1 = 45% damage increase. While an Archangel with a 50 defense hero would have the defense reduced from 80, to 15 = 325% increase.
@@novat9731 i want your brain.. :D
Great video mate, keep it up please!
Thanks! Will do!
Fucking A!
Thank you so much for explaining the attack stat! I understood all of the others crystal clear, but the attack stat was always in a sort of mental fog.
Would you agree that attack is by far the best stat? I would say knowledge becomes useless after a point, 200 mana is a decent amount for dimension doors and town portals, but once you have decent stacks of armies your combat spells become the likes of haste and slow, not mana intense at all. Spell power really falls off as unit stacks become massive, and attack just straight up is a bigger bonus than defense.
And at the end of a long campaign nobody can beat crag hack, with his offense specialty being part of it, but also the behemoths that ignore I think 90% of defense. Which means late game, there is absolutely no unit the enemy can have that beats it in a 1 on 1 battle. Unless they have extra towns, or diplomacy some big stack of units, they can't beat it. There is nothing that will beat it. It will kill a similar unit with no retaliation, it will kill a unit with higher stats.
But I do play without hero juggling, so my games are quite long. Spell power will become a lot more important if you are going for a fast win, as will knowledge to cast more dimension gates and powerful combat spells. Defense is usually just to counter enemy heroes attack though, because you shouldn't really need extra stuff to kill wild armies.
A bit of a complex question to give one answer to. I think everything depends on the situation, and also your playstyle and preferences. If I had to pick one stat, I'd probably say spell power. Magic usually overcomes might and spell power is what gives it the punch. However if you're facing heavy interference, or you just don't have magic, then might stats would make more of a difference. When it comes to might stats, I tend to like defense more than attack, like I prefer tazar over crag hack for example, but of course the bonus of attack is greater than the bonus of defense (although at a high enough level tazar beats crag hack even with crag hack attacking - i tested this in a video). The problem with attack for me is it works when you can hit first and hit hard and not take any hits back, however there are more situations in game where that won't be the case and you have to tank some hits, so I tend to think that defense is a bit more useful.
@@alex_the_magician9483 Yeah sounds decent, further complicated by hero types getting different skills too. Also things like starting in a swamp is pretty bad. Didn't know the defense specialty would out scale offense though. Does that still work when the stronghold hero would end up with higher attack than a rampart or fortress would have defense? Because of the higher focus, rampart and fortress warriors are a bit more balanced in their stats.
I guess its not really that important, at the end of the day they are both very strong, and the way you play is based on many factors. When you have a high defense, its still good to be able to hit the enemy first. And I would play rampart and fortress different, even if both focus on defense.
I've watched many of your videos , and I'm not using ad-block of any kind at all, and I've never seen a single commercial on your videos.
I only got partnered this week, so Wednesday was the first day that you could've seen ads on my videos. But maybe I need to change something in my settings as well, will have to look into that. I do appreciate you not using adblock though :)
@@alex_the_magician9483 Look into the options and make sure you have "monetization" or something similar turned on :P You need this to gain profits from videos ;) Sorry but I don't know how it's called in english, so I can't be very specific :(
for some reason i always thought sorcery specialists just get 5% added per level of sorcery skill so they would have 30% at expert sorcery. I guess I've been wrong about that for over two decades.
Haha, yep the way all skill specialties work is that its 5% of the bonus you already get from the skill. I know it's confusing though.
Incredible video!
ty!
Maybe some egg-cartons on the wall behind your screen, to reduce echo? High quality video, but it gets capped at 75% goodness by the slight echo modifier. Otherwise it would get a chefs kiss.
Thanks for the suggestion!
But ads do cost us, time Is the most valuable thing we have and If you are high performing you cant realy afford to watch a 30 second ad every few minutes. And others who have no selfcontrol will actualy go and buy what they dont need and lose their hard earned money (that's on them).
Geez! im 20 years late learning about this lol
Could u explain Attack, defense and damage of Units. How does it work?
Thanks for the question!
So each unit has base stats, and the stats of your hero get added to that. So for example - an Angel has 20 attack and defense, and let's say your hero has 10/10, so that means that the angel will effectively have 30/30. There are other modifiers as well, like unit specialties that increase the stats of units based on the hero's level, and native terrain, which gives creatures additional +1 attack, defense, and movement speed.
So then, effectively in a fight, if your angel attacks something with lower defense than the angel's attack, then for each level of difference the angel will deal an additional 5% damage - so if you attack something with 29 defense, then one angel will deal 52.5 damage instead of 50. This bonus is capped at 300%.
If the defense of what you're fighting is higher than the angel's attack, then the damage is reduced by 2.5% for each level of difference. So something with 31 defense would take 48.75 damage from the angel. This reduction is capped at 75%.
And skills like armorer and offense further affect the damage, as well as lucky/unlucky strikes, and spells like bless, shield, stone, skin, frenzy, etc.
@@alex_the_magician9483 thanks. It's very detail.
Seem ângles has rédiculous Damage in game😆
@@tuonglanpham1333 Sure, angels are the best tier 7
Just found your videos and you get things clear and simple, love it!
Do you play h4?
Thanks, glad you like the vids :). I have not tried h4.
I'm still confused about tazar and Kreg modifiers. Why tazar get every level 0.75? 5% out of 15%? How does overall reduction works? What comes first? Modifier or defense skill? Lets suppose I have Defence of 5 and expert armorer. Is it 25% damage reduction?
Been a while since I've made this video so there's a chance I could be wrong. But as far as I remember the specialty and the stat difference are calculated separately and added to the overall damage boost/reduction. So for example let's say you have 20 defense with expert armorer on a level 10 tazar, and you get attacked by someone with 10 attack and no offense skill. Let's say whatever attacks does 100 base damage - the reduction would be as follows:
For the stat difference - 2.5% * 10 * 100 = 25
For the armorer skill/specialty (15% + .75%*10) * 100 = 22.5
So you would take a total of 100-25-22.5 = 52.5 damage
I hope that makes sense
Thank you Alex. I have a question:
If I have max def bonus from def-atk (70% dmg reduction), will the secondary skill Armorer still work? I mean, with 15% extra dmg reduction will I have a total of 75% dmg reduction? (1*0.3*0.85)?
And if i’m being really greedy about defense, would the earth magic “expert shield” reduce another 30%? up to a total of ~82.5% dmg reduction? (1*0.3*0.85*0.7)?
Ok I just came across a post in a Heroes forum and the answer to my question here is yes :-)
You can keep adding up defense bonuses as multipliers (meaning like the calculation I did above).
Turn speed up to 1.5x for normal tempo
How do you show the math done for each spell on your screen? Is it a mod? I'm playing the original game and I don't have this. 👀
part of the hd mod or hota most likely
After years in my GoG library I finally got into this game last week and I'm having a blast. These guides are going to help a lot especially once I decide to go past difficulty 2 or even play MP. I did have some questions that are likely answered in other videos.
I noticed a lot of these guides are for the JC template and I usually play on the default template since that's the only one I know that does G+U. I also play premade scenarios as well. How much do I have to modify the tips compared to your guides? Regarding single scenarios, linear scenarios like Empire of the World 2 are excluded since they play so differently.
Well it depends on the guide. This guide applies to pretty much any template. Other guides may or may not apply, it really depends on the template. This is a thinking game, and what I try to do with my guides is not just tell you what to do, but try to teach you how to think about the game. You need to put the information I'm giving you into practice and learn for yourself what works and what doesn't. So it's up to you to digest these tips and see how much they apply to the templates that you're playing.
thx for the new guide buddy, it seems that is the reason why u are late! (:
Cheers, will be starting the stream soon
@@alex_the_magician9483 thx for the update, so it is time to refill coffee...
What about summoning spells, how is spell power is affecting them.
Depending on if you have the school of magic or not. Without the magic school or with basic you summon 2 per spell power level, with advanced 3, and with expert 4.
I should actually watch this
:)
Why Expert Inteligences gives you only 50% spell points? It should double it
50% is a big boost tbh
For some reason that is exactly what I remember it did
I usually have a calculator when play the game
Alex, I really like your content but I am looking for more PVM content and less PVP. Do you have more content like this, that is universal/PVM helpful and not really about online play?
Is it possible to get 100% damage reduction with Armor spec + magic?
Only theoretically, at 100+ hero level which you wont get any close to…
About adding the expert shield spell bonus to the already 70% dmg reduction from max def-atk difference (28 more def than atk), in addition to also the secondary armorer skill, that’s a good question I also posted here…
Ok I just came across a comment section in a Heroes forum and the answer to the add ups is yes:
All bonuses are working together but as multipliers, which mean:
If you have for example 28 def more than enemy atk and get the max 70% reduction from def-atk, and then on top of it you have expert armorer which is 15% dmg reduction, you multiply: 1 (as for 100% base dmg) * 0.3 (as for 100%-70%=30%) * 0.85 (as for the 100%-15%=85%).
Now shorter: 1*0.3*0.85 = 0.255
That means, you take 25.5% dmg, which means your dmg reduction now is 75.5%, which means your expert armorer secondary skill added about 5% dmg reduction to the already fixed 70% dmg reduction (from def-atk difference).
Now, on top of that, you can keep adding bonuses in the form of multiplier. For example if on top of the dmg reduction above I add expert shield spell (30% dmg reduction in melee), I add the multiplier of it which is 0.7 (100%-30%=70%), and that would be:
0.255*0.7 = 0.1785.
That means now I take only 17.85% dmg! (for melee of course in this case).
So now my dmg reduction (for melee) is 82.15%, which means I added 7.15% dmg reduction to my previous state of 75% dmg reduction :-)
Hope this helps!
Hello, is there any webpage, where I can download ERA//formally WOG// extensions, that are not containing viruses , malware and other sh---t? all the files I have tried to fidn and download , are always containing bad things, that antivirus immidiately detects. thanks
i don't play wog so can't help you with that unfortunately, sorry, i play hota - which you can download here: h3hota.com/en/download (but you need to have heroes 3 complete before installing it)
how do you reveal the whole map?
nwctheone but it only works in single player
You should have probably mentioned the cap that can be gained from primary starts. As far as i know defense cant reduce it bellow 30% (i dont take defense secondary skill in consideration) and i did not know the cap for attack but u mentioned it as 300% increse, so yeah....
I do mention the defense cap at 11:00
@@alex_the_magician9483 Damn, not sure how i missed that.
It actually is 200% increase in damage capped at 40 (A-D).
You can add 30% from Offence (no specialty) or 50% from Archery (no specialty) and additional 100% from Luck (when proc).
Armorer Secondary skill reduces all the damage mentioned above
@@piotrtoborek2442 I just tested this, and it seems that you're incorrect.
See this screen shot: drive.google.com/file/d/1QPzImLmMfaT5Aew6tGgzWbNoZkseGZTX/view?usp=sharing
The single AA stack does 185 damage, which is an increase of 135 from the 50 base damage, or 270%.
And this screen shot shows that I don't have the offence skill on Pyre: drive.google.com/file/d/1fO4de-VFBh2CnQRDxWMW0btuakf5z25y/view?usp=sharing
@@alex_the_magician9483 Seems about right: 54 (A-D) translates into 270% bonus dmg.
Experiment>theory. Good to be corrected :)
What happened to the creature dwelling video?
Uploaded the wrong one by accident. Had to delete and reupload - its back up now
ruclips.net/video/xPh2_oO8Q-A/видео.html
i buy HMM 3 hd edition in steam how to play multiplayer :(((((((((
Unfortunately you can't with the hd edition, you need to get heroes 3 complete from good old games, and then download the hota expansion, it has an online lobby built in, which is where mostly everyone plays online today
5:10 - 323.4 to be precise
What do you mean?
@@alex_the_magician9483 exactly what i said , i did the math for the implosion spell
Algoritm
no blocker? suuuuuuuuuuuuuure
You should really consider speaking louder dude.