Author | The Mystery Of The Magic Punch |
Yes, exactly
Knights racial gives resistance against
all brigands, all armies, all vanguards, all invaders
(except raids, monsters and conspirators) |
Someone please pinch me, I don't wanna wake up from this dream..
As you ask...
This feature is useless for you, because all of your armies, vanguards, brigands, conspirators quests are impossible for you now ))) |
for togort:
what about for raids, monsters and cons?
which racial reduce their damage? |
what about for raids, monsters and cons?
which racial reduce their damage?
No one. It's only for armies, vanguards, brigands, conspirators quests |
Ok, let's ASSUME Mr Togort is right. Is there any way to prove this besides Magi/Lores magic punches? As in, are there any battle links examples to 'compare'?
I asking coz it may be a feature in .ru, but.. not here. :) |
I always tought you have "anti-racial" resistance only to the opponents led by the hero (caravans, other players, events...) |
best bet would be to test with creatures that have same min and max damage.
Fairly easy to calculate since their damage is constant
so find one of the merc quests above with either
farmers, archangels, skeletsons, gargoyles, magi (melee), lorekeepers (melee), sprites or hobgoblins |
Conclusion: Knight FL does not give faction resist for MG!
Elves invaders: https://www.lordswm.com/warlog.php?warid=499024144<=-1
In this combat 116 sprites deal 122 damage to monks. Considering attack of the sprites and the defense of the monks, this damage has not been reduced by any faction resist. This knight faction resist must be a feature for .ru and .ru only! |
Faction resistance works only when facing a hero from my personal experience! So PvP, Caravan and events with hero! For MG i ve never noticed the racial defence... (i ve checked the Wizard invaders and no defence) but may be a feature of ru and may be implanted here in the future but for the moment not! |
i have checked togort battle against lorekeeper. and lore damage is reduced 18%, as he has 6 knight faction level. even when he plays as wizard.
33 lorekeepers deal 228 damages (from above formula, 33 lore should deal 278 damages).
https://www.lordswm.com/warlog.php?warid=499200068 |
for DragonEater:
In this combat 116 sprites deal 122 damage to crossbowmen and 96 damage to monks. |
Whoops, my mistake. So I guess faction level does affect it since 122*0.79 = 96.38 = 96 |
according to the formule
sprites on crossbowmen:
(116 * 2 * (1 - ((3 * 0) / 100))) / (1 + (0,05 * (15 - 5))) = 154,666667
154,666667 * 0,79 = 122,186667
sprites on monks
(116 * 2 * (1 - ((3 * 0) / 100))) / (1 + (0,05 * (23 - 5))) = 122,105263
122,105263 * 0,79 = 96,4631578 |
In this combat 116 should sprites deal 122 damage to monks
reduced by 21% = 96. |
My other battle.
https://www.lordswm.com/warlog.php?lt=-1&warid=31128925
203 sprites dealt 175 dmg to gargs.
Sprites' attack 2, gargs's defence 20
"Normal" damage (203*2)/(1+0.05(20-2))=213.684 dmg.
But with Knight faction 6 -> 213.684*0.82=175 dmg. |
This topic just keeps getting more and more interesting ... Thanks a lot togort ! |
I assume it is just a bug that is never fixed?
Or was this done intentionally by admins?
If so, why?
To encounrage more players to play as knight? but they are at 16% already |
So basically this is another special ability of knights besides the training chambers? |
Maybe they did this so that they are not forced to create more different kind of combats for the same deffault battlefield. So they made these quests to be a "duel" combat with 'random' troops. And MAYBE again the "duel" combat constructor needs a faction to initialize the combat so they are forced to add a faction there, Knight is the first faction so, lets make it a Knight. Well, this assumes that the admins are bored to rebuild the game's source code to be perfect and find quick easy solutions, so it's probably a wrong theory.
SO : I guess they like Knights :P No any other reasonable answers to this |
for Sven91:
Same reason why wiz gets bonus dmg in hunts... |