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King's Bounty: Armored Princess Sequel to the critically acclaimed King’s Bounty: The Legend.

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  #31  
Old 12-16-2009, 09:24 PM
Elwin Elwin is offline
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kill 1-14 dragons .. it decreases counter by 1 and cant be use 1 time.
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  #32  
Old 12-17-2009, 04:26 AM
aj2000 aj2000 is offline
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Ah figured there was a limit to it, would be too broken otherwise. My mage can certainly use some might runes >.<
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  #33  
Old 02-16-2010, 08:31 AM
vsutra vsutra is offline
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I just bumped into some heroes such as Morto, Azzak and Halt on verona, looking at this info thread, is it safe to presume that I can kill these heroes without losing out on a potential quest/bounty ?
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  #34  
Old 02-16-2010, 12:01 PM
DGDobrev DGDobrev is offline
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Yes. Only the ones posted there are a part of a bounty quest.
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  #35  
Old 02-16-2010, 04:46 PM
DGDobrev DGDobrev is offline
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Default Damage type from spells

whydoyouthinkthathappened asked a very valid question about spells and damage types. I think the answer belongs here, so here goes:

1. Order Magic

- Healing vs. Undead
Damage type: Magic
Damage = Damage*(1+0.05*Int)*(1+0.01*Magic Light skill)

- Magic Pole Axe
Damage type: Physical
Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items)

- Lightning
Damage type: Magic
Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Life Light vs. Undead
Damage type: Magic
Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

2. Distortion.

- Pain Mirror
Damage type: Magic
Damage=Damage received*(Base%*(1+0.01*(Destruction+Items))+Mirro r Shield+Инт/2)/100

- Ghost Blade
Damage type: Physical
Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Exorcism
Damage type: Magic
Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+magic Light+Items))

- Geyser
Damage type: Physical
Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

3. Chaos magic.

- Flaming Arrow
Damage type: Fire
Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Poison Skull
Damage type: Poison
Damage=Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Sacrifice
Damage type: Astral
Damage=Damage*(1+0.05*Int)*(1+0.01*(Destruction+It ems))
Note: Rounded down

- Hell Breath
Damage type: Fire
Damage spell lvl 1 = +20%*(1+0.01*Items), but no more than 80%
Damage spell lvl 2 = +30%*(1+0.01*Items), but no more than 80%
Damage spell lvl 3 = +40%*(1+0.01*Items), but no more than 80%

- Kamikaze
Damage type: Physical
Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Fire Ball
Damage type: Fire
Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Evlin
Damage type: Astral vs Living creatures
Damage: 30%/40%/50% of the total troop health

- Fire Rain
Damage type: Fire
Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Ice Snake
Damage type: Physical
Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Death Star
Damage type: Astral
Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

- Armageddon
Damage type: Astral
Burning post-effect damage: Fire
Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))
Note: inflicts 50% damage to allied troops

Explanations about the formulas:

- The general formula for calculating the damage looks like this:
Damage = Damage*(1+0.05*Int)*(1+0.15*Int/7)*(1+0.01*(Destruction+Items))

-> Damage*(1+0.05*Int) - that is the bonus for each point in intellect (+5%)
-> (1+0.15*Int/7) - that is the bonus of 15% for every 7 points of intellect
-> (1+0.01*(Destruction+Items)) - that is the additional bonus from the destruction skill and any item that affects spell damage (like +% to fire spells, +% spell damage, etc.)
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  #36  
Old 02-16-2010, 05:04 PM
pavned pavned is offline
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About the damages, the destruction percentage is additional to the item percentage? I would have tought that, since the destruction skill is permanent once you get it, it would serve as a base for the calulation of the base damage, like the intellect modifier.

In the same trend, does stoneskin (+% of def) take into account the defense modifier if you cast Mana Spring (+def) just before? If so, does the stoneskin is set once cast, meaning it become a definate number instead of % or does it change as % if the mana spring spell wears out.
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  #37  
Old 02-16-2010, 05:22 PM
DGDobrev DGDobrev is offline
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About the stone skin + magic spring... Looking at the formulas, I'm inclined to think that the bonus from stone skin will add to the current Defense stat regardless of the magic spring bonus (if it's cast in advance), because they should be separate. I am no certain about it, but this assumption feels accurate.
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  #38  
Old 02-17-2010, 09:31 PM
WhYdOyOuThInKtHaThApPeNeD WhYdOyOuThInKtHaThApPeNeD is offline
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So for Pet Rage attacks. Just to confirm but it seems like it should be:

Crushing Blow: Physical
Ball Lightning: Magical
Dragon Dive: Physical
Fiery Phantom: Astral
Volcanoes: Fire
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  #39  
Old 02-17-2010, 09:48 PM
WhYdOyOuThInKtHaThApPeNeD WhYdOyOuThInKtHaThApPeNeD is offline
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Actually I'm glad you bring it up pavned. This is a question I've been thinking to work out how to ask, since it's kind of abstract. But basically what you're saying.

How do the empowerment spells and other effects that use percentage stack? A good example as you gave is the Mana Spring & Stone Skin. If Spring is cast first does the % boost of Skin use the base defense of the unit or does it calculate off of the rating after Spring is added? The thing is there are so many different spells and items and skills and talents and such that add or subtract fixed numbers and percentages the permutations are too vast to try and make a complete list.

So is there a rule that applies to everything? If there are exceptions what are they? I would think one would need to examine the game code to really get a complete and certain answer, or get one of the game designers to give the info.

I would think that each % empowerment would calculate off the base rating and then those numbers would be added together. So it's not like upgrading the Destruction skill as early as possible is a good strat because everything that comes after is calculated from the new figures provided by Destruction.
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  #40  
Old 02-18-2010, 02:50 AM
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Zechnophobe Zechnophobe is offline
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Nah, you can just do math to it. Effects that increase the stats of a unit, increase based on the base stats. Things that add do so after.

So stat_total = stat_base * (1 + sum of percentile bonus) + sum of absolute bonus

where percentile bonuses are like .3 for having full morale, or 1 for female units with the incubus boy toy. Absolute bonuses are things like the stats of Amelie, mana spring, or specific bonus' from items.

There are a few exceptions to this, and I think those abilities generally say. For instance, I think the ability from bears to increase their attack after they take damage specifically says 'current' somewhere in there. I have not yet mathed that one.

So, stoneskin for 20%, and +10 mana spring on a unit with 10 defense baseline will have 22 defense. +2 for stoneskin, +10 for mana spring.

I have not tested this in a while (I maybe only did for The Legend), so if someone has empirical data that contradicts me, I'd be happy to revise.
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