
| Original Message: I see. Let me say a few words. |
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1. Some theory is given in the Bone's Guide.
Bones' Combat Guide to Might and Magic VI
http://www.angelfire.com/nt/bones/
E.g., what it costs to cast huge spells during fight. *)
You 'd better also to read on "recovery" tests and findings on this forum.
Just enter search dialog and find "recovery" say for 300 days back.
- In order not to invent things anew. (For example, the whole "knight/monk/thief recovery" issue was studied by many rigorous researchers throughout the World. *) Just ask. Or read forum archives. *) ) And recovery of those fighters varies through the game and with development too. 2. By the way, the Arcomage Elfish Chainmail shaves off not 20 time units (0.2 minutes), but 20% of total recovery. That is, level 1 Axe' recovery will turn 80 instead of 100 for Spears and Maces - 64 out of 80. for Daggers and Fists - 48 out of 60. 3. Our amateurish tests gave some 3-5% error. 4. Maybe you read and find a way to polish our methods. However, this way you are sure to save your time. For more intricate studies and findings of M&M. *) E.g. A well-developed GM Axe wielder (Ranger class) shows much inferior results (as can be seen in the Damage field of the game screen). But in actual fight, ironically, Rangers miss a lot less than Knights, especially against big fat monstazz. This winter, two thematic marathons were conducted around MM7 world in the far, far, snowy Russia - In the first marathon there were teams out of Druids, Thiefs, Monks, Knights, Rangers i.e any classes with no Supreme Magics with a common limiting requirement - to use no offensive magics - no spells, no scrolls, no wands. The second marathon was more limiting. That time all parties WERE to consist of a Druid accompanied with three Rangers. So the outcome was amazing. In extreme MM7 regions, where death-bringers dwelled, "variety" parties suffered lots of casualties, and Ranger teams virtually did not.
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