you sure this is correct? From my testing, say I have a hero with 1 armor. If i add an item that grants 12 armor via the behaviour (Modification-Life Armor Bonus field) to the hero i see a noticeable reduction in damage taken when the hero is attacked. You sure the scaling is off? It should be roughly 1+12 = 13 total armor times .06... Which is roughly 78% damage reduction, However armor should stack diminishingly the more you get so it should actually be considerably less than 78% damage reduction.
Your maths is incorrect. As I explained earlier WC3 armor increases EHP/Toughness (Diablo III terms) to attack damage. Although it appears to increase damage reduction with diminishing returns you must remember that damage reduction is exponential as far as toughness goes. The result is a linear increase in toughness.
The formula for Toughness multiplier...
armormod * armor + 1
In your case...
0.06 * 13 + 1 = 1.78 which means you can take 78% more attack damage before dying.
The formula for Damage reduction...
(armormod * armor) / (armormod * armor +1)
In your case... (0.06 * 13) / (0.06 * 13 + 1) = 0.43820224719101123595505617977528 = 44% damage reduction
Armor like this is useful for scaling in RPGs without having to resort to inflated health numbers. It also can make some attacks more or less effective.
yea i know, hence why i need it for my map as i got lots of heroes in it with techs. For years i've been using a terrible method ( combination of sc2 armor+ some buffs to reduce the damage while limiting the stacking of certain armor increasing items.).. It was a terrible method and i'm so relieved we got access to an ez to implement war3 armor so i don't have to worry about stacking armor from massing defense items
And yes i knew my calculation was off, as i said in the last sentence "should be considerably less than 78%". I just didn't work it out but i know that if its war3 armor and its working correct, that 44% is what i expect due to the diminishing returns of stacking armor.
I like this system alot , because the first few armor points really make a big difference but prevents the late game abuse . Items like maul of corruption ( reducing 5 armor on the target) is huge.
you sure this is correct? From my testing, say I have a hero with 1 armor. If i add an item that grants 12 armor via the behaviour (Modification-Life Armor Bonus field) to the hero i see a noticeable reduction in damage taken when the hero is attacked. You sure the scaling is off? It should be roughly 1+12 = 13 total armor times .06... Which is roughly 78% damage reduction, However armor should stack diminishingly the more you get so it should actually be considerably less than 78% damage reduction.
Thanks imperialgood, I didnt even realize it was possible to do warcraft 3 armor in sc2, and it seems you have figured it out . and very ezz as well to implement.
quote "You knew how effective your armor was simply by reading the amount (something SC2 UI does support)."
is there a way to put it in UI so that when i mouseover the armor on a unit i see the Armor number plus the percentage reduced written out ?
yea i know, hence why i need it for my map as i got lots of heroes in it with techs. For years i've been using a terrible method ( combination of sc2 armor+ some buffs to reduce the damage while limiting the stacking of certain armor increasing items.).. It was a terrible method and i'm so relieved we got access to an ez to implement war3 armor so i don't have to worry about stacking armor from massing defense items
And yes i knew my calculation was off, as i said in the last sentence "should be considerably less than 78%". I just didn't work it out but i know that if its war3 armor and its working correct, that 44% is what i expect due to the diminishing returns of stacking armor.
I like this system alot , because the first few armor points really make a big difference but prevents the late game abuse . Items like maul of corruption ( reducing 5 armor on the target) is huge.
Thank goodness, you had me scared. I put in a ton of work into my map under the assumption the armor was working correctly. Glad it is :)
Yea any idea how fix that UI so its easily recognizable how much reduction each hero is getting?
@TyaArcade: Go
you sure this is correct? From my testing, say I have a hero with 1 armor. If i add an item that grants 12 armor via the behaviour (Modification-Life Armor Bonus field) to the hero i see a noticeable reduction in damage taken when the hero is attacked. You sure the scaling is off? It should be roughly 1+12 = 13 total armor times .06... Which is roughly 78% damage reduction, However armor should stack diminishingly the more you get so it should actually be considerably less than 78% damage reduction.
Thanks imperialgood, I didnt even realize it was possible to do warcraft 3 armor in sc2, and it seems you have figured it out . and very ezz as well to implement.
quote "You knew how effective your armor was simply by reading the amount (something SC2 UI does support)."
is there a way to put it in UI so that when i mouseover the armor on a unit i see the Armor number plus the percentage reduced written out ?
anybody else getting difficulty in entering "war3 Extra (GA)" ?
It says, dependancy data could not be loaded, then it goes on to say Dependencey file could not be found (mods\warcraft\warcraft.sc2mod)
okay i got it working. So i loaded up the war3 asset and the war3 data mod dependency.
Is the warcraft 3 % armor system also implemented ? I see its saying like 1 or 2 armor on a hero but not sure if its based on a percentage
is it live on the american region? I keep getting this error when i try to log on for the supposed "war3 data mod"
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