I posted on another forum and thought of this idea. WC3 Armor style in SC2. Apparently it hasn't been done to work 100% the same.
//quote
Afaik, the way the behaviors as a damage response work now, it does heal after you take damage. I setup a trigger to calc data to the numbers on the screen.
Without buff damage was doing 50 damage and taking 50 damage.
With the buff 50% damage response fraction it was saying I was doing 50 damage and only taking 25 damage.
Probably because it calculated the damage taken first before the behavior has a chance to react. Thus, if a unit takes damage thats fatal it wont be reduced.
So I thought that maybe I could maybe down the road try doing this. Tell me if you'd think this would work.
Instead of it having a damage response, it could give a buff of HP based on the % of armor you have. So, if you have 100HP and 15% armor reduction you'd have 115 HP. Recreate the UI to show -% Armor Reduction to make it appear as if its damage reduction. Now you tack on another buff that increases spell damage taken by the % of armor reduction to scale with the HP, so it strictly effects ranged/melee damage/splash damage.
Problem is that if you get a debuff or buff that is like 5% more hp. I won't truly be 5% HP.
So, maybe use shields instead of HP, this would separate the two. Shields would become armor reduction for a unit.
But, the problem there, is that if a unit takes damage the UI won't show life being taken, only shields. So, I would have to split the damage to shields based on the percent somehow. But, I don't think thats possible without some heavy heavy triggers.
Well there are armor types and generally they do a Raw bonus damage of say + 10 vs a type of armor. I think you can set on the weapons them selfs the % damage they do to armor types...
Combat behaviors can control the % damage a unit actually takes from damage. So yeah.
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In any spell's/weapon's damage effect you have a reduction value which is usually set to 1.
That means per 1 point of armor the effect will lose 1 point of damage.
You can use this to make an armor system relatively close to what we got in Wc3, by just setting that value to a 100th of the actual damage.
So if the weapon deals 75 damage you set the reduction to 0.75.
This way 1 point of armor will reduce damage by 1%, 2 points of armor will reduce it by 2%, etc.
Two drawbacks:
If a weapon does bonus damage to a certain target then it won't exactly do the right damage. Especially if the base damage is very low and the bonus damage very high. But that isn't so bad actually, since bonus damage is supposed to do more damage :)
Also, with an armor of 100 any attack will only deal 0.5 damage (the minimum damage that can be dealt). So you have to watch out not to make heroes get too much armor.
0.5 is not the minimum damage that can be dealt. I have played with decimal damage. 1 Unit with 1.5 HP (shown as 2) get hit by photon cannon deal 0.75 damage and it take 3 hits to die (full green bar - half bar- almost empty bar - die)
However there are a settings under Game Data in the Data Editor called Minimum damage of 0.5, but I haven't changed that to get small decimal damage
That's probably just a rounding error. Blizzard uses fixed point representation for reals apparently, with 19 bits for the integral value and either 6 or 13 bits for the fractional component so the decimal precision is really low. You can see this in action in the data editor when you enter in a fractional value and it gets rounded off.
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I posted on another forum and thought of this idea. WC3 Armor style in SC2. Apparently it hasn't been done to work 100% the same.
//quote
Afaik, the way the behaviors as a damage response work now, it does heal after you take damage. I setup a trigger to calc data to the numbers on the screen.
Without buff damage was doing 50 damage and taking 50 damage.
With the buff 50% damage response fraction it was saying I was doing 50 damage and only taking 25 damage.
Probably because it calculated the damage taken first before the behavior has a chance to react. Thus, if a unit takes damage thats fatal it wont be reduced.
So I thought that maybe I could maybe down the road try doing this. Tell me if you'd think this would work.
Instead of it having a damage response, it could give a buff of HP based on the % of armor you have. So, if you have 100HP and 15% armor reduction you'd have 115 HP. Recreate the UI to show -% Armor Reduction to make it appear as if its damage reduction. Now you tack on another buff that increases spell damage taken by the % of armor reduction to scale with the HP, so it strictly effects ranged/melee damage/splash damage.
Problem is that if you get a debuff or buff that is like 5% more hp. I won't truly be 5% HP.
So, maybe use shields instead of HP, this would separate the two. Shields would become armor reduction for a unit.
But, the problem there, is that if a unit takes damage the UI won't show life being taken, only shields. So, I would have to split the damage to shields based on the percent somehow. But, I don't think thats possible without some heavy heavy triggers.
Well there are armor types and generally they do a Raw bonus damage of say + 10 vs a type of armor. I think you can set on the weapons them selfs the % damage they do to armor types...
Combat behaviors can control the % damage a unit actually takes from damage. So yeah.
In any spell's/weapon's damage effect you have a reduction value which is usually set to 1.
That means per 1 point of armor the effect will lose 1 point of damage.
You can use this to make an armor system relatively close to what we got in Wc3, by just setting that value to a 100th of the actual damage.
So if the weapon deals 75 damage you set the reduction to 0.75.
This way 1 point of armor will reduce damage by 1%, 2 points of armor will reduce it by 2%, etc.
Two drawbacks:
If a weapon does bonus damage to a certain target then it won't exactly do the right damage. Especially if the base damage is very low and the bonus damage very high. But that isn't so bad actually, since bonus damage is supposed to do more damage :)
Also, with an armor of 100 any attack will only deal 0.5 damage (the minimum damage that can be dealt). So you have to watch out not to make heroes get too much armor.
@s3rius: Go
0.5 is not the minimum damage that can be dealt. I have played with decimal damage. 1 Unit with 1.5 HP (shown as 2) get hit by photon cannon deal 0.75 damage and it take 3 hits to die (full green bar - half bar- almost empty bar - die)
However there are a settings under Game Data in the Data Editor called Minimum damage of 0.5, but I haven't changed that to get small decimal damage
That's probably just a rounding error. Blizzard uses fixed point representation for reals apparently, with 19 bits for the integral value and either 6 or 13 bits for the fractional component so the decimal precision is really low. You can see this in action in the data editor when you enter in a fractional value and it gets rounded off.