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Author0.5 turn
Sometimes, when I either defend or move with berserkers in first turn (and don't get morale) and than during my hero's turn I move mouse cursor on wait command, I see if I waited the hero would go after berserkers. I thought it means I can bless berserkers for 0.5 turn and then bless spell will be active during next berserker's turn but when the turn comes, the bless spell is no more active... I have never seen a situation when the bless spell would be active after this happened (if hero wait, his turn after is berserkers I mean...).
Could someone explain me how it is possible?
Noticed the same thing many times. It doesn't happen always to me, but it surely happens often. Bless going off before the hero gets his next turn when I have SP 1 for example. I guess it has something to do with the randomness of sorting in the initiative bar to determine who is playing first etc.
for Hallion91:
Y, interesting, but I think it can't be random. In a case berserker finish his turn before the hero would finish it if he waited, he should have the spell on. maybe if he finishes his turn in the same moment as the hero would if he waited the spell is off because it ends by the beginning of hero's turn (and as it is 0.5 turn it ends by the beginning of his turn if he waited)
Based to this https://www.lordswm.com/forum_messages.php?tid=1832909 I am going to try count whether it is possible for berserker (who defended) to be before hero (who waited):
My berserkers have 13.44 initiative (like 13.44 m/sec), hero has 10. Let's say, berserker started his turn from 0.1 lap (like it is explained in link above). With his 13.44 initiative he will finish 10 initiative turn (1 lap) in 6.696 sec (if we consider 1 lap to be 100 metres and berserkers need to 'run' only 90 metres). So after 6.696 sec berserker gets his FIRST turn.
The hero started from 0.00 lap (what is 0 m) and his FIRST turn start after 10 seconds - but now he WAITED. So I must calculate whose SECOND turn will be firts.
Berserker's second lap will be finished after another 7.44 sec what is totaly 14.14 sec
Hero's second lap will be finished after 5 seconds (as he waited and he needed to run only 50 metres in second lap). So it took him to get 2nd turn exactly 15 seconds while berserker needed only 14.14 sec and so the bless spell ends after 15 seconds since the beginning of the race while berserker 2nd turn was before the bless spell ended.
What is the problem is I tryed to count it with very extreme conditions (berserker starts from 10 metres and hero from 0 metre)
Now I should do it vice-versa:
Berserker need to run 100m in first round, hero only 90m, berserker finished first lap in 7.44 sec and so the second one in 14.88 sec
Hero finished first turn in 9 sec and so the second one in 14 sec - so bless was no active anymore after berserker got his 2nd turn
What I don't understand is why berserker was shown in the initiative bar before hero... We can see both situation can really happen (berserker can get his 2nd turn either after hero and before hero). I believed when I count the first extreme I will found out they finished their 2nd turns in the same moment but it didn't happen what would solve this issue :) I can only guess this is some in-game problem...
I reported this quite a while ago (in technical forum section). Originally noticed it on monster MQs when as necro I cast mass delay/confusion/etc ..

When it was heroes turn again it only had x.9 turns remaining. Then randomly I would get 1 or 2 battles where it worked normally.

Was very annoying.
I think it's 0.5 of the berserkers' turn.
And their turn is faster than your hero.
well, to my knowledge and exp...

cast spell for 1 turn is, spell will remain full turn of a troops.
that means the creature spell will remain until all your other troops pass.
not including morale.

and 0.5 means, only half of your troops stack.
if you have 7 creatures of your in battle field, then 0.5 bless will stay for 3.5 turns.
not including morale.
that means the creature spell will remain until all your other troops pass.
not including morale.


and what is in case if u got shrews and ladons (16 and 7 initiative respectively)

I think it's 0.5 of the berserkers' turn.
And their turn is faster than your hero.


i Was always thinking the same, but if i remember right after casting poison for 4 turns it was 4 HERO turns not unit, so it was the best to cast it on faster units like EFK or shrews. am i correct?
i Was always thinking the same, but if i remember right after casting poison for 4 turns it was 4 HERO turns not unit, so it was the best to cast it on faster units like EFK or shrews. am i correct?

Definitely not. you can see some of knights using holy spells.
after mass cast, ther turns come faster and you can see ther duration.

also talents like Empathy, Escort, ferver can push Hero's turn.


i am quite positive that my answer is right.

and what is in case if u got shrews and ladons (16 and 7 initiative respectively)
since you have mass dark spells, try that in any caravan.
you will see that dark spells on shrews will lose before Landons.
not including morale again.
uuum ... PenTus means that it's a turn of 10 initiative (hero's turn), not until the hero gets his next turn. That's why in mass cast (where the hero gets his turn by 0.5 faster), only 0.5 duration has faded.
I think if admins change the curreclty system this kind of spells, to creature actions (moral act like 1 turn) Should be better...

It's already implemented on Heroes VI.
i Was always thinking the same, but if i remember right after casting poison for 4 turns it was 4 HERO turns not unit, so it was the best to cast it on faster units like EFK or shrews. am i correct?

That's creature turns.
https://www.lordswm.com/war.php?lt=-1&warid=36041353
holy spells depends of caster initiative
for Slust:
based on that battle it is based on hero's full 10 initiative turns...

for LORD_Destruktor:
So do you think the spells casted by a hero with 11 initiative last less time that the ones casted by a hero with 10 initiative (and the same SP)? I found a battle which prove what you claim https://www.lordswm.com/war.php?warid=504017182&lt=-1 - I casted evasion for 4 turns by priests on berserker and by priest's next turn it was only 3 turns so you are right, thanks. btw when you wrote holy spells depends of caster initiative , isn't it the same with dark spells..?

for eddyimmanuel:
As I wrote, LORD_Destruktor is right, but when I will have some easy hunt, I can do some experiment with troops to check your idea...
Hm I just didn't notice my priests have 9.7 initiative, what is almost the same like hero, yayay :) So I must find another battle where their initiative is lower
for LORD_Destruktor:
So my apologize, it seems like you're not right
https://www.lordswm.com/war.php?lt=-1&warid=35973149
Only 0.8 more turn left by the second priest's turn and when he casted it, it was 2 turns (the priest has 8.8 initiative). Based on what you wrote, it should be 1 turn...
based on that battle it is based on hero's full 10 initiative turns...
Check again. At a random moment: poison on shrews: 2.4 turns, cav: 2.6, mino: 2.7 turns.
for Slust:
ok I see now but it seems like it works this way only for poison spell... Other holy and darkness spells semm to be effected the same for all units...
check any battle wth knight with clerics and check casted troops every clerics turn. You will get the answer
for LORD_Destruktor:
I checked and it seems to be fine - they had 11 initiative and after 10 clerics casted rapid on guardians, during their next turn it was still 9.1 turns to go, not 9.0
I forgot link
https://www.lordswm.com/war.php?warid=504159398&lt=-1
closed by Lord DaveM (2012-07-02 20:28:41)
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