![]() |
|
King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series |
![]() |
|
Thread Tools | Display Modes |
#1
|
|||
|
|||
![]()
Does someone have the exact formulas for burning/freezing/poison damage? What does it depend on, when is it a flat percentage of the troop's health, and when is there some maximum?
Something awesome just happened in my game: I fought an invincible stack in the boot dungeon in Freedom Islands, it had one stack of 7k thorn hunters. First round, I cast greasy mist and Gudrida's rage, inflicting about 3k damage and (this is the important part) setting them on fire. When it was their turn, they received... a critical hit of 32k burning damage, killing about half of the stack. Compare that to the 3k (or maybe 4k against thorn hunters) my Royal Griffins would deal with a crit. (the burning medal is at lvl2) Is the burning form rage skills always a percentage, no matter the amount? I got the impression that effects inflicted by unit skills or spells are capped at some amount. |
#2
|
|||
|
|||
![]()
From King's Bounty Armored Princess Gamer Edition Manual
""" The loss to group from a poisoning/burning calculates under the formula: Loss = BurnPoisonK * random(0.05; 0.1) * CurrentTotalHealth * MedalBonus where random(0.05; 0.1) - random number from a range [0.05; 0.1]; CurrentTotalHealth - current total health of burned/poisoned group; MedalBonus - the multiplier depending on current level of a medal Fighting Alchemy: 1.1/1.2/1.3 at 1-3 level of a medal. It is applied only if the enemy of the player is poisoned; if the ally has been poisoned - a multiplier = 1; BurnPoisonK - the factor depending on the relation of total leadership of the enemy, imposed effect, and total group-target leaderships: BurnPoisonK = ImposedGroupLeadership / TargetLeadership where: BurnPoisonK is limited to a range [0.1; 1.0]. BurnPoisonK for spells always = 1. For ability of the Phoenix Fiery Storm always = 1 too. If the effect of the Poisoning/Burning already "hangs" on group it cannot be replaced by new effect of the Poisoning/Burning with smaller value BurnPoisonK (But nevertheless, duration of "hanging" effect is filled to duration of imposed effect). Example 5 Royal Snakes from army Ameli (Leadership of one being 60) poisons Swordsmen of enemy (Leadership of one 35, Health of one 35) which after the dragon attack remains exactly 15. At Ameli there is a medal Fighting Alchemy of 2nd level (+20% of a loss to a poisoning/burning). BurnPoisonK = ImposedGroupLeadership / TargetLeadership = (5*60) / (15*35) = 0.57. BurnPoisonK = 0.57 gets to a range [0.1; 1.0] and consequently remains without changes. At reception of course the loss by poison will be caused to Swordsmen (if they any more were not exposed to attacks): Loss = 0.57 * random(0.05; 0.1) * (15*35) * 1.2 = random(18; 36) That is, Swordsmen will receive from poison a loss from 18 to 36 units. """ Crit damage was not in Armored Princess, and has a different mechanic. Viking skills have a chance to INCREASE critical damage beyond 150% damage (at maximum dmg threshold). Critical Damage does maximum damage in a range (like bless) AND 1.5X that amount. So, it is very possible strange behaviors will take place with critical hit burnings since critical hits do "maximum" damage... Since you burned them through "rage" this counts as a "spell" and BurnPoisonK = 1. Also, don't forget that plants are vulnerable to fire so they take more damage... poor things. Last edited by ckdamascus; 11-09-2012 at 10:27 PM. |
#3
|
|||
|
|||
![]()
Thanks!
So, the damage was probably calculated roughly like this: 12% of total health with the medal bonus (taking the maximum because of a critical hit), 18% with the 50% extra damage from the critical, then 2.7 times that amount because of -170% fire resistance gets us to 48.6% of total health. Yummy. And I did not have any viking talents to increase the critical hit damage even further. Maybe there is some way to increase the critical hit chance of burning? ![]() |
#4
|
||||
|
||||
![]()
Burn/poison/cold is the new Ball Lightning of this game. You can get it pretty early, and apply it to many stacks quite nicely. Actually makes Rage skills that apply burn/cold a bit better than the rest (Lord of North with Icy Rage, and Gurlidra's Rage).
|
#5
|
|||
|
|||
![]()
Yes, both of those are very useful for the burn/cold effect. The spell blizzard is also extremely powerful. With a bit of int and destroyer 3, a lvl3 blizzard hits for 4k damage and freezes everything. Against enemy heroes who have their troops splitted into 10 stacks or something like that, that battle can be almost over after the first round: cast something, then blizzard, then afterwards lord of the north (so the blizzard won't destroy the shards). This makes even invincible heroes very easy (but will probably change at least a bit later in the game).
|
#6
|
||||
|
||||
![]()
I've been loving poison cloud, especially when you have celestial guards from the royal griffon or loki's touch from soothsayer. The celestial guard is immune to the poison cloud so he can lure enemies into it, and of course with Loki's touch they surround the mob in their midst so you can poison the whole army if you're lucky. For bonus points, have an alchemist toss a poison bomb on the rabid enemy and theh they get hit with poison twice on their turn (since poison cloud seems to be separate).
|
#7
|
|||
|
|||
![]()
But there is no greasy mist for poison
![]() Nearly doubling the burning effect is pretty damn good for a measly 5 mana (especially when the stacks are very large...) |
![]() |
|
|