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Cara Canellas

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Aug 3, 2024, 1:25:32 AM8/3/24
to disjohnperday

Good to all, I do not expect you to give me an answer, but someone from small giants will get in touch with the programmers and solve the problem since it is something quite recorded and a careless error.

would become
base hero 650 + 90 = 740 (increase of 90 points that are equivalent to 13.85% more of blow)
special power 28 fixed hit (fixed hit takes% increase and adds it)
now in which school is taught if we are adding whole numbers the results we pass them to percentages and we add it as a percentage bone is crazy
when one talks about addition and subtraction it is addition and subtraction not square root
netw x the hypotenuse seeing the angle of rotation of the earth according to the greenwich meridian and we subtract the last number of pi

Now for what you want to continue discussing that it is the troops who do this since there is no other factor to take into account.
yes indeed it is the troops but this is a mistake
I understand that a hero whose power is a calculation of X percentage of damage of the Y attack level of the hero = blow that he generates with special power, that means that if the attack level of the hero increases, the damage level increases and as the troops rise damage level damage goes up

There is no logical explanation in this regard and in case this was not an error:
the letters are regardless of the language poorly explained and written.
the talent network regardless of the language poorly explained and written.
Fixed healing effect and mana boost effects on special powers are poorly programmed as they are unaffected by increases in hero attack, defense and life values

and this is the tip of the isberg
there is a big difference in the last heroes that are the game with respect to the rest the tanks no longer last what they should and this is due to the same failure.

thanks finally someone who understands what is being talked about.
the correction and the balanse to the game would be
Or they remove the fixed value in attack as damage and only let all special powers be expressed in%.
or they leave the fixed power that is not affected by the increased attack of the hero as the card says and as someone with reading comprehension would understand.

pitalista que paga o no juega cr cr! Este es un juego sin miseria, no pagues, as que no te molestes que todos lo sepan. No hay otro juego en la tienda de juegos sin la posibilidad de un 5% de posibilidades aqu HOTM o hroes favoritos 0.3%! Quin va a ganar W

I do not know if the mathematics or the word fixed sincerely will have another meaning but when something does not change at least in my knowledge of the world it does not change.
it is not like the water of the hinodoros that according to the hemisphere runs for a different side to the other.

Other heroes have an established power that does not depend on the variable of the attack power (that is, this power is not variable, it is fixed and does not change; however, in the game it is taken as the power of% and it changes and that is a mistake )

if Natalya falls into the fixed damage category but the problem well from long before Natalya entered the game in January 2018 but the problem arises in the introduction of the first event in marlovia in August 2017 with the introduction of vlad

If you read the beginning of the post to which you refer and read mine. It is very simple to realize that the post where they try to explain the damage of the dot is inconsistent and forcibly tries to adjust the explanation to what they know without giving more evidence than their word that this is so (sorry if it sounds abrupt it is not with Animosity to offend.In fact I thank this person who took the trouble to do such an incredible post for the moment the explanation was excellent but with the findings in the game much of the logic does not fit in reality)

in the original quote of the text this person says that the troops do not modify the dot and that the final number is not increased.
He also says that this change was introduced with the updating of the talent network. which shows that this theory is not correct and that it tries to force the understanding of what happens in the hero without knowing why

as the vlad video shows, it has been since 2017 and is affected without having a talent network
the fixed dot of vlad is affected without reaching the maximum of its special power
and the troops are the cause of this effect

if you follow the comment thread
Until August 2017, there were no heroes with any other special power that is not expressed as a percentage of damage, which has a variable formula.
when introducing the new heroes of marlovia and changing the hero card they come to have a power from a variable value to a fixed value which is designed by many people but after all it is the programmer who has to dump the changes in the game code. And the latter does what they ask, if for many making the change is obvious to a programmer who only programs and is not involved in the game, it is not obvious.
Then he tells the programmer that he has to introduce the change in the game that a hero has, that power is no longer a percentage variable but rather a fixed value.

the problem is that there is no official statement from empires about this.
with the introduction of the value network the only thing they did was add code to the code that was already in 2017 with the undetected error in which part the error is generated in fact we all remember the difficulty they had with the implementation of the changes of the talent network.
and even the explanation of the talents continues to pass the error in a very shameless way.

if you see this a math teacher disapproves of you
if we pose a linear problem and the factors are fixed numbers in non-variable form
the solution will never be to take them to a variable form after solving the variable and in the end getting the answer is very crazy

Capes is billed as an XCOM-inspired turn-based superhero strategy game and it certainly delivers on that promise while delivering some nice tweaks to the genre. It is by no means perfect, but put some time into it and Capes will keep you coming back for just one more turn.

Centered around the fictional King city where super powered individuals, or Capes, have become rare due the all encompassing Company gathering them up for nefarious reasons. A grizzled relic from bygone days, Doctrine, starts gathering new super powered would be heroes to push back at the Company and free any Supers along the way.

The first few heroes encountered are Rebound, Facet and Mindfire who all have radically different powers and show the mechanics of Capes in action during the first few missions. Rebound can teleport and backstab (think Nightcrawler), Facet can armor himself (and others up) similar to a Colossus character and Mindfire has Telekinetic and Telepathic abilities much like Jean Grey.

Those similarities to classic X-Men characters pretty much end there, these are fleshed out and fully voiced characters that have different motivations for working with Doctrine. As more Supers are rescued or recruited along the way the roster deepens and the team starts to interact and even help with boosts in combat.

The systems in the tactical game are quite interesting with tweaks to each mission adding interesting variables. When the heroes join a zone the initial enemies are in place and sometimes can be surprised or taken on directly.

Unlike some other tactical games actions and attacks always hit, and the game will tell you how much damage will be caused so planning is key. When close to other characters some attacks can be augmented so placement and movement plays a big part as well.

The mix of characters is key and can sometimes make missions much harder if a certain character is not present. One scenario revolved around protecting hostages and I initially did not pick Facet for the mission and ended up restarting as he made the scenario much more achievable.

With him and Mindfire on the team I could armor up Facet, use his skill to create barriers and do a team-up skill with Mindfire to taunt multiple enemies into attacking Facet. This allowed me to draw attacks to his resistant shell and divert away from the hostages. Without him I always lost one or two and that skewed the mission rewards.

This distinctness of characters is a slight flaw in the mechanics as it is nearly impossible to know how useful a character will be mission to mission and generally if you choose wrong a full restart is needed which can be annoying. Other slight flaws are overpowered characters like Weathervane who can inflict chain lightning on many clumped targets. I literally added him to every single mission once he was unlocked.

Outside of combat there are chances to review missions, have dialogue with other members of the group and even replay missions to get the bonus objectives. Sadly there are no options to upgrade or customize the teams headquarters which was always my favorite part of XCOM.

Capes has a lot of charm, some interesting systems and while its animation systems and overall look and feel is a bit lacking it holds up fine thanks to the great gameplay. The fully voiced characters as well as mix of genuinely interesting and cringe (yet funny) dialogue help elevate the overall experience.

Taken as a whole Capes delivers a fun experience that is rough around the edges. It does not have the polish and depth of a game like Freedom Force (an obvious inspiration) but the characters, gameplay and world make the game well worth checking out.

The hero is stoic, possibly as a result of a traumatic experience that robbed them of their brightness and optimism. They may be a genuine loner or just act cold and aloof to keep their loved ones safe or to protect themself. They might even wear dark clothes to express their brooding, withdrawn nature and be sensitive about their personal space being invaded.

This contrast inevitably creates tension between the villain and hero. Often the villain will be fascinated and perplexed by the hero's stoic, by-the-book nature and may make it their goal to break this demeanour or otherwise compromise the hero's ideals.

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