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At line 3 changed 2 lines
The third parameter (Defence) decreases received damage. Max Defence value cannot exceed 50. Bonuses that increase Defence higher than 50 are cut, in this case the Defence value turns yellow. \\
__Example__: Units with Defence value 10 will receive 11.1% less Damage (in other words, their Health value increases by 11.1%). Units with Defence value 20 will receive 25% less Damage (in other words, their Health value increases by 25%). Units with Defence value 50 will receive only half Damage (their Health increases by 100%)
The third parameter (Defence) decreases received damage. Max Defence value cannot exceed 50. Bonuses that increase Defence higher than 50 are cut, in this case the Defence value is shown in yellow. \\
__Example__: Units with Defence value 10 will receive 11.1% less Damage (in other words, their Health value increases by 11.1%). Units with Defence value 20 will receive 25% less Damage (in other words, their Health value increases by 25%). Units with Defence value 50 will receive only half Damage (their Health increases by 100%). This shows that with Defence increase, the effect increases almost in an exponantial way.
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Paramater restrictions:
%%leftAccordion
%%tab-Defence
!!Defence.
__Minimal:__ not less than 0.\\
__Maximal:__ not more than 50. All bonuses that should make defence above 50 don`t count, in that case the digits become yellow. \\
In case applying scrolls to maximal amount of maximal defence - not more than 75.\\
/%
At line 16 added 6 lines
%%tab-Health
!!Health
__Maximal:__ not restricted.\\
__Minimal:__ health can be decreased by 75%, but not more.\\
\\
/%
At line 7 changed 3 lines
If Defence of my units is 10, they receive 10% less damage. If the defence value is 20, they receive 20% less damage. If Defence is 50, 2 times less damage.\\
\\
%%tab-Attack
!!Attack
__Maximal:__ not restricted.\\
__Minimal:__ can be decreased by 90%, but not more.\\
Pursuer`s Attack can be decreased by 90% as well.\\
\\
/%
/%
\\
At line 55 changed one line
The process begins from the left and is exercised by one unit for each group. That is, 1 Carrier is to be resurrected fist, 1 Warrior - next, 1 Cavalary unit - next, and so on. After 1 Mage is resurrected, another Carrier is in the queue. Ressurected healer do not resurrect units in current battle.\\
The process begins from the left and is exercised by one unit for each group. That is, 1 Carrier is to be resurrected fist, 1 Warrior - next, 1 Cavalary unit - next, and so on. After 1 Mage is resurrected, another Carrier is in the queue. Resurrected Healer do not resurrect units in current battle.\\
At line 72 changed one line
| |Magic Forest |Cursed Forrest |Holy Land |Deadland
| |Magic Forest |Cursed Forest |Holy Land |Deadland
At line 97 added one line
|Wizards |+25 Defence | | |
At line 99 added one line
|Undead| |+25 Defence | |
At line 96 changed one line
* or if by the 1st round there are 20 times less attacking units than defending, and thus - the Attacker lost all units in the course of the 1 round.\\
* or if by the 1st round there are 10 times less attacking units than defending, and thus - the Attacker lost all units in the course of the 1 round.\\
At line 122 added 12 lines
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__The order of calculating the attack of the troops, taking into account bonuses from spells and skills .__ \\
There are skills and spells with the following description: \\
__А .__ Attack of all troops {+/- percent} \\
__B .__ Increase attack {unit type} by {percentage} after each round \\
__С .__ Strengthening the attack of the army {percentage} \\
__D .__ Attack in each round {+/- number} \\
For each unit type affected by this spell or passive, a bonus (__A __ + __ B __) is applied to its base attack. \\
The numbers obtained for each type of unit are summed up. \\
After that, __C __ is applied. \\
After that __D __ is added. \\