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Thread: Heroes 5 TotE latest patch information - Patch 3.1 | This thread is pages long: 1 ... 5 6 7 8 9 ... 10 20 23 · «PREV / NEXT» |
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Nebdar
Promising
Supreme Hero
Generation N
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posted August 21, 2008 02:10 AM |
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Quote:
Quote: No, the data seems to indicate that the chances have been tripled.
I noticed that now(just luck without Soldiers Luck)
And they are now .. % (the chances)
Manual 3.0 Page 315,316 states:
If TotalHP > TotalTargetHP then
Chances = 25% + 3%(TotalHP/TotalTargetHP)
If TotalHP <= TotalTargetHP then
Chances = 25% - 3%(TotalTargetHP/TotalHP)
So when tripled that means the value 25% is now 75%
or
value 3% is now 9%
The chances probably stay clipped in the [5%:75%] interval
Am I right
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 21, 2008 02:18 AM |
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Edited by Elvin at 02:20, 21 Aug 2008.
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Until we see 3.1 manual who knows, probably. As for the icebolt formula do keep in mind that the type is logarithmic and also that spellpower stack value does not increase equally. For instance a stack of pixies from 1-3 units has 1 spellpower, 4-5 has 2 etc. Anyways let's not waste too much thought on this
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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lalalawen
Tavern Dweller
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posted August 21, 2008 09:35 AM |
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For the icebolt formula, I figure it out what it is:
The damage is multiplied by 0.3 after calculating the original icebolt formula, just because of this:
<SpellDamageMultiplier>0.3</SpellDamageMultiplier>
(It is listed in the <Neutral> section, IMO.)
For exp, as in Elvin's observation, origianlly 5 of the water elementals used to do 144 dmg, and now they are nerfed by
144 * 0.3 = 43.2 dmg. Only neutrals applied, I think.
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted August 21, 2008 09:42 AM |
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Quote:
Quote: double damage on retaliation after leaping(200%).
it seems it's triple damage actually. haven't tested it.
To state things straight - he gains 200% more damage than on normal retaliation. It was 100% more originally (so double damage).
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted August 21, 2008 11:30 AM |
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Edited by radar at 11:31, 21 Aug 2008.
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That's the only change in skills %:
Ranger
was/is now
Sorcery: 8%/4%
Light Magic: 4%/8%
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MysticPhoenix
Adventuring Hero
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posted August 21, 2008 12:21 PM |
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Quote: "Bloodrage now absorbs less damage overall but the same value of rp taken now allows you to save more health."
Don't get that. Can anyone explain it in more detail please?
Quote: Elvin: I'm still not sure what the latter part of the expression meant but I've seen that both destructive spells and physical damage are now absorbed by 60% at expert bloodrage. That's 10% less.
Edit: Btw value of rp taken probably refers to rage lost.
I found it out myself now:
Absorption points percentage decreased from 50/60/70/80 to 50/55/60/65. Health to Range Transfer Cots increased from 1100 to 1200 which refers to the former formula:
Rage_Points_Lost = 1100 * Damage_Absorbed / Stack_Max_HP, so you lose some more rage points now.
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted August 21, 2008 12:28 PM |
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Quote: That's the only change in skills %:
Ranger
was/is now
Sorcery: 8%/4%
Light Magic: 4%/8%
Huh? Wasn't it like that (according to Skill Wheel it was)
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Coincidence? I think not!!!!
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted August 21, 2008 12:36 PM |
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Edited by radar at 12:36, 21 Aug 2008.
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Yeah Phoenix is right
@Lex: original ToE non-patched file:
<Item>
<SkillID>HERO_SKILL_SORCERY</SkillID>
<Prob>8</Prob>
</Item>
<Item>
<SkillID>HERO_SKILL_LIGHT_MAGIC</SkillID>
<Prob>4</Prob>
</Item>
After you apply the patch the values get reverted.
The skillwheel was wrong then, and is right now.
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Fauch
Responsible
Undefeatable Hero
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posted August 21, 2008 12:46 PM |
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this change has been forgotten.
celestial shield no mastery : 250 + 50 x power instead of 250 + 250 x power
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted August 21, 2008 12:49 PM |
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250 + 250 * Power
That was a bug
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 21, 2008 01:07 PM |
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@lalalawen
Very nice I've noticed that druids and sprites had same formula and from neutral units only the water elementals have offensive spells.
Surprising to learn that the chances for ranger's light and sorcery were reversed all along. And according to the new rage formula rage is lost easier, that's something alright.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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emilsn
Legendary Hero
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posted August 21, 2008 02:59 PM |
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Wee a new patch, anything new or just really good improvements - Yes you all will be saying: Emil why don't you read it yourself?!? - Because it is a long list and I just want the major things
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Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.
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Vangelis21
Supreme Hero
Manchild
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posted August 21, 2008 04:26 PM |
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i am not sure if it was said somewhere before , and if it was i am apologising! for those who didn't notice like me, it is said that the water elementals are nerfed alot. so please immeadiate attention to dragons cape map!
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Heroes VI is here and Necropolis is serious trouble!
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Darkshadow
Legendary Hero
Cerise Princess
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posted August 21, 2008 04:37 PM |
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Quote: Death wail now does double damage
WHAT?!?!Does this mean banshees can actually be useful?!
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fanheroes
Tavern Dweller
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posted August 21, 2008 05:44 PM |
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banshee is ,dont buy them
for 3.1 patch, i very happy with graphic performance, now heroV can 100% run with directX10 on Vista 64bit (without error bad textures) ,and the full win-mode too
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Clay_Man
Known Hero
TOH gamer
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posted August 21, 2008 08:25 PM |
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Just finished a "hero" game on day of colossus with necro.
I can confirm what others said about the princes' torpor ability, it's insane! Out of 21 times (I counted) Torpor triggered 16(!) times, even when fighting more powerful creatures (20 vamps vs 26 hydras). Motn+ raise dead+ vamp prince combo is now awesome when creeping.
Another thing what I've noticed is that in autocombat there were always some ghost losses (even when fighting very weak creatures).
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Fauch
Responsible
Undefeatable Hero
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posted August 21, 2008 08:32 PM |
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I've fought 10 treants with 10 nosferatus (only to test sleeping strike) and it triggered 2 or 3 times. (spectral dragons took the retaliations, the nosferatus attacked more than 10 times)
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joetheloser
Hired Hero
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posted August 21, 2008 10:05 PM |
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Quote: first of all sorry, because i didnt knew were to ask it, to play heroes5 tribes of the east with hamachi u have to own the original? if so can u tell me the price of the game?
Tribes is a stand alone game (you don't need HOMM V to play it). It is not "back compatible" however. i.e: you can't play with HOMM V players who don't have tribes.
Hamachi works fine with it.
Price of game: I found it for $9.99 at a local Gamestop, although I think it can be downloaded for about $19.99?
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superfly86
Tavern Dweller
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posted August 21, 2008 10:31 PM |
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Quote:
Quote: http://heroescommunity.com/viewthread.php3?TID=24799
any asked features added ?
why they do not implement spectator mode (for battles, at least when we are playing with our friend in one team, waiting for move of my friend is so booring, and in that way we can at least watch battles! or watch what he do in castle)
Quote: I couldn't agree more with superfly86! I would want a feature like that
So I think, that spectator mode should be available not only in coop mode, but also if other player agree during FFA game it should be possible, and we can choose (when we have a few human players) before starting the game random or custom hero that should be shown, or game choose what hero we can see.
In that way, e.g. amount of army would not be presented.
As we know, ghost mode is boring and not enough, of course option to mix these things up will be appreciated.
Why do we need that ? Because if we choose simultaneous turns we still wait if our friend didn't ended the turn. We can't see when our mate end turn (there is not any message),and when we meet together we again have to wait and wait when all battles and moves will end.
Huh...
There are quick battles of course but where is this pleasure if we only build up our army, but not fight with monsters. We only wait to final battle with our friend. But this is senseless, we play for a few hours to start only one battle ? It sucks!
Spectator mode will change multiplayer and make it more comfortable.
Follow-up camera that moves with chosen hero and shows everything that other player see, this is good!
What about duels ? I suggest to make random generated hereos and armies.
And system to choose hero that is equal with power to this one which is chosen by other player. Duelas should be fair, and every player should have chance to win.
I have another idea that may be really great!
We have ghost mode, but what if during other player turn, besides spectator mode, we may have option to play as AI ?
I mean to control enemy units during battle, AI units those which are staying on the map, but if you agree, and if we choose this option to control heroes created by AI (AI castle). Fights with human we can only watch.
Is it possible to implement ? I think that it should not be problematic, but it can bring a lot of fun! And repopularize multiplayer mode.
I suggest you to sell Heroes of Might and Magic by http://steamworksonline.com/
steam too, it has a lot of players, and if you connect game with steam, make server browser etc. it will be great!
Regards!
anyone who is for it!?
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ChaosDragon
Famous Hero
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posted August 22, 2008 10:16 AM |
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Did they do some drastic improvement to soldier luck?
Tested it yesterday, my fear attack seems rarely fail with it. 20 Nightmare vs 5 stacks of 19 deep hydra, 5x battles and there are 5 x 19 deep hydra (different battle), with 5x tries, 4 success, 1 fail (i tested it in map editor).
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