Comparison of Armorer, Offense and Archery: Difference between revisions

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Now, for Offense and Archery the resulting advantage also increases linearly:
Now, for Offense and Archery the resulting advantage also increases linearly:
* Twice the damage: The hero would have a 100% bonus damage at level 46{{overline|6}} for Offense and 20 for Archery.
Offense specialty adds a 100% (linear) bonus every 66 2/3 levels after level 46 2/3.
* Three times the damage: The hero would have a 200% bonus damage at level 113{{overline|3}} for Offense and 60 for Archery.
Archery specialty adds a 100% (linear) bonus every 40 levels after level 20.
* Four times the damage: The hero would have a 300% bonus damage at level 180 for Offense and 100 for Archery.
* Five times the damage: The hero would have a 300% bonus damage at level 180 for Offense and 100 for Archery.
Thus: Offense specialty adds a 100% (linear) bonus every 66{overline|6} levels after level 46.{{overline|6}}.
Thus: Archery specialty adds a 100% (linear) bonus every 40 levels after level 20.


Armorer behaves non-linear. This is because the change from 15% reduced damage to 20% reduced damage is less of a difference than 90% reduced damage to 95% reduced damage. From 15% to 20% the change is only a 5.9% improvement, but 90% to 95% '''halves''' the damage taken!
Armorer behaves non-linear. This is because the change from 15% reduced damage to 20% reduced damage is less of a difference than 90% reduced damage to 95% reduced damage. From 15% to 20% the change is only a 5.9% improvement, but 90% to 95% '''halves''' the damage taken!
* To receive only half the damage: Need 50% Armorer percentage. This is reached at level 46{{overline|6}}.
 
* To receive only a third the damage: Need 75% Armorer percentage.
Here a tabular overview of what levels would be needed increase double/triple/... the damage or to receive only half/one third/... of the damage:
* To receive only a fourth the damage: Need 75% Armorer percentage.
 
* To receive only one eight the damage: Need 87.5% Armorer percentage.
{| class="wikitable" style="vertical-align:bottom;"
* To receive only one sixteenth the damage: Need 93.75% Armorer percentage.
|- style="font-weight:bold; text-align:center;"
! style="font-weight:normal; text-align:left;" |
! colspan="3" | Armorer
! colspan="3" | Offense
! colspan="3" | Archery
|- style="text-align:center;"
| style="text-align:right;" | Base %
| colspan="3" | 15
| colspan="3" | 30
| colspan="3" | 50
|-
|
|
|
|
|
|
|
|
|
|
|-
|
| Level
| Total %
| Effective Reduction Factor
| Level
| Total %
| Effective Increase Factor
| Level
| Total %
| Effective Increase Factor
|-
| style="text-align:right;" | Two times / One half of damage
| 46.67
| 50%
| 2
| 46.67
| 100%
| 2
| 20
| 100%
| 2
|-
| style="text-align:right;" | Three times / One third of  damage
| 68.89
| 67%
| 3
| 113.33
| 200%
| 3
| 60
| 200%
| 3
|-
| style="text-align:right;" | Four times / One fourth of  damage
| 80
| 75%
| 4
| 180
| 300%
| 4
| 100
| 300%
| 4
|-
| style="text-align:right;" | Five times / one fifth of  damage
| 86.67
| 80%
| 5
| 246.67
| 400%
| 5
| 140
| 400%
| 5
|-
| style="text-align:right;" | Ten times / one tenth of  damage
| 100
| 90%
| 10
| 580
| 900%
| 10
| 340
| 900%
| 10
|-
| style="text-align:right;" | At max level
| 74
| 71%
| 3.39
| 74
| 141%
| 2.41
| 74
| 235%
| 3.35
|}

Revision as of 13:57, 16 June 2020

Facts (valid for Horn of the Abyss)

  • At Basic, Advanced or Expert Level, Armorer reduces all damage inflicted by 5%, 10% or 15%.
  • At Basic, Advanced or Expert Level, Offense increases hand-to-hand damage by 10%, 20% or 30%.
  • At Basic, Advanced or Expert Level, Archery increases ranged damage by 10%, 25% or 50%.
  • 9 heroes (+ 1 campaign hero Roland) start with Armorer as a secondary skill and 3 specialize in it Mephala, Neela and Tazar.
  • 23 heroes (+ 4 campaign heroes Kilgor, Catherine, Bidley and Tark) start with Offense as a secondary skill and 3 specialize in it Crag Hack, Gundula and Corkes.
  • 9 heroes (+ 1 campaign hero Gelu) start with Archery as a secondary skill and 1 specialize in it Orrin.

Notes

  • Armorer will benefit all your troops while Offense will benefit shooters less (only when they attack in melee).
  • Archery has the biggest bonus, but only works for shooters.
  • Inferno, Necropolis and Fortress have 1 shooter, Tower has 3 and all other towns have 2 shooters. Probably, because Archery applies to fewer stacks in your army, the bonus is bigger to balance the skill.
  • Beastmasters from Fortress are most likely to learn Armorer (10% chance), followed by Alchemists from Tower (8% chance).
  • Barbarians from Stronghold are most likely to learn Offense (10% chance), followed by Captains from Cove (9% chance).
  • Captains from Cove are most likely to learn Archery (9% chance), followed by Rangers from Rampart and Planeswalkers from Conflux (8% chance).

Table of specialties percentages

Assuming Expert Level in the secondary skill, the bonus will increase to the following values at certain levels: (Level 74 is the maximal level in Horn of the Abyss).

Bonus Percentages from Specialty
Armorer Offense Archery
Base % 15% 30% 50%
Level
0 15% 30% 50%
1 16% 32% 53%
2 17% 33% 55%
3 17% 35% 58%
4 18% 36% 60%
5 19% 38% 63%
10 23% 45% 75%
15 26% 53% 88%
20 30% 60% 100%
25 34% 68% 113%
30 38% 75% 125%
40 45% 90% 150%
46 50% 99% 165%
47 50% 101% 168%
50 53% 105% 175%
60 60% 120% 200%
70 68% 135% 225%
73 70% 140% 233%
74 71% 141% 235%

Discussion

Note that all three skills' percentages increase linearly when their respective specialty heroes reach higher levels.

Now, for Offense and Archery the resulting advantage also increases linearly: Offense specialty adds a 100% (linear) bonus every 66 2/3 levels after level 46 2/3. Archery specialty adds a 100% (linear) bonus every 40 levels after level 20.

Armorer behaves non-linear. This is because the change from 15% reduced damage to 20% reduced damage is less of a difference than 90% reduced damage to 95% reduced damage. From 15% to 20% the change is only a 5.9% improvement, but 90% to 95% halves the damage taken!

Here a tabular overview of what levels would be needed increase double/triple/... the damage or to receive only half/one third/... of the damage:

Armorer Offense Archery
Base % 15 30 50
Level Total % Effective Reduction Factor Level Total % Effective Increase Factor Level Total % Effective Increase Factor
Two times / One half of damage 46.67 50% 2 46.67 100% 2 20 100% 2
Three times / One third of damage 68.89 67% 3 113.33 200% 3 60 200% 3
Four times / One fourth of damage 80 75% 4 180 300% 4 100 300% 4
Five times / one fifth of damage 86.67 80% 5 246.67 400% 5 140 400% 5
Ten times / one tenth of damage 100 90% 10 580 900% 10 340 900% 10
At max level 74 71% 3.39 74 141% 2.41 74 235% 3.35