Sorry if this has been asked before. I'm trying to make a couple of effects that (1) do splash damage, and (2) do reduced damage to certain unit attributes. For example, I have a damage effect that deals:
200 total damage
100% damage in 2 radius, 50% damage in 3.5 radius, and 25% damage in 5 radius
75% damage to Armored units and 50% damage to Light units
So, for an armored unit like a Thor, I would like it to take 150 damage in the central ring (200 * 100% * 75%), 75 damage in the middle ring (200 * 50% * 75%), and 37.5 damage in the outer ring (200 * 25% * 75%). However, what it actually takes is 150 damage in the central ring (200 * 100% - 50), 50 damage in the middle ring (200 * 50% - 50), and only 0.5 damage in the outer ring (200 * 25% - 50, minimum damage 0.5).
Is there a way to make the splash multpliers and the attribute factors work multiplicatively like I thought they were supposed to, or should I go ahead and make three separate damage effects: one for each splash radius?
I'm surprised that doesn't work - I thought I've had splash radius effects on a damage effect work in effect with attribute multipliers? But yeah, if it doesn't work, just add in another effect with validators on each effect to parse out Armored units from non-Armored.
Hi all,
Sorry if this has been asked before. I'm trying to make a couple of effects that (1) do splash damage, and (2) do reduced damage to certain unit attributes. For example, I have a damage effect that deals:
So, for an armored unit like a Thor, I would like it to take 150 damage in the central ring (200 * 100% * 75%), 75 damage in the middle ring (200 * 50% * 75%), and 37.5 damage in the outer ring (200 * 25% * 75%). However, what it actually takes is 150 damage in the central ring (200 * 100% - 50), 50 damage in the middle ring (200 * 50% - 50), and only 0.5 damage in the outer ring (200 * 25% - 50, minimum damage 0.5).
Is there a way to make the splash multpliers and the attribute factors work multiplicatively like I thought they were supposed to, or should I go ahead and make three separate damage effects: one for each splash radius?
Thanks!
- Xi
I'm surprised that doesn't work - I thought I've had splash radius effects on a damage effect work in effect with attribute multipliers? But yeah, if it doesn't work, just add in another effect with validators on each effect to parse out Armored units from non-Armored.
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That's what I thought as well, but I can't get it to behave now. Maybe I changed something else somewhere that's messing it up without realizing it.
Thank you for your response!