I have an ability that creates a persistant that deals damage periodically in an aoe.
no matter what damage i put (its supposed to be 50), it kills any units it hits in one shot.I have the kill flag *not* checked. I even made the persistant use a different correctly functioning aoe damage effect, and they still died. So im inclined to believe its not the damage effect
what other things may be causing units to die in one shot
the effects im using and the tree
ability -> persistant (A)
A, initial -> Set(1)
A, periodic -> Set(2)
set(1) -> damage, search(1), search(2)
search(1) -> apply behaviour (slow)
search(2) -> apply behaviour (stun)
set(2) -> search(2), search(3)
search(3) -> damage effect (one target only)
damage -> aoe damage, dealing 50
that should be all the stuff im using, and I have no idea what may be causing units to always die
Have you made sure it's actually killing instantly in all cases? As far as I know the Kill flag bypasses most damage reductions on Damage Response buffs, so you can use those to check. Or 100% life gain upon taking damage, that should make a unit survive any damage amount lower than its maximum hp. Use high hp, high armor reduction on the damage effects and if need be modify the minimum damage dealt (via damage response or globally in the gameplay constants).
A 0 period duration or low-period infinite loop will kill very quickly with 50 base damage, but with 0.5 dmg you might be able to see it tick down. If you use finite period counts there's also a limit on the total damage the ability can deal, so if high hp units can survive check the Persistents again.
Also check the behaviors for Kill effects, they have the same initial-final-expire fields as Persistent effects, and the "refresh" field on top of that.
So weird thing, the damage type was set to spell, and the splash damage type was set to spell, and it ran literally 30 times
I changed the splash damage type to splash, and it worked properly.
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I have an ability that creates a persistant that deals damage periodically in an aoe. no matter what damage i put (its supposed to be 50), it kills any units it hits in one shot.I have the kill flag *not* checked. I even made the persistant use a different correctly functioning aoe damage effect, and they still died. So im inclined to believe its not the damage effect
what other things may be causing units to die in one shot the effects im using and the tree ability -> persistant (A)
A, initial -> Set(1)
A, periodic -> Set(2)
set(1) -> damage, search(1), search(2)
search(1) -> apply behaviour (slow)
search(2) -> apply behaviour (stun)
set(2) -> search(2), search(3)
search(3) -> damage effect (one target only)
damage -> aoe damage, dealing 50
that should be all the stuff im using, and I have no idea what may be causing units to always die
Have you checked every abilities and behaviors? Maybe there's somewhere it adds damage or have the kill flag enabled.
Have you made sure it's actually killing instantly in all cases? As far as I know the Kill flag bypasses most damage reductions on Damage Response buffs, so you can use those to check. Or 100% life gain upon taking damage, that should make a unit survive any damage amount lower than its maximum hp. Use high hp, high armor reduction on the damage effects and if need be modify the minimum damage dealt (via damage response or globally in the gameplay constants).
A 0 period duration or low-period infinite loop will kill very quickly with 50 base damage, but with 0.5 dmg you might be able to see it tick down. If you use finite period counts there's also a limit on the total damage the ability can deal, so if high hp units can survive check the Persistents again.
Also check the behaviors for Kill effects, they have the same initial-final-expire fields as Persistent effects, and the "refresh" field on top of that.
Replace each effect with a fresh one, until you find your problem.
Truth be told, I'd wager you ticked the "kill" flag on your damage effect.
So weird thing, the damage type was set to spell, and the splash damage type was set to spell, and it ran literally 30 times I changed the splash damage type to splash, and it worked properly.