To answer your question on the context: I'm trying to do an RPG map where the player and the mobs have 99 unique levels. I scaled all my stats and ability effect damages through triggers, because I wanted to make an unified system where everything depends on just a couple of variables and some for loops, and that pretty much worked - I keep the damage in a formula and every time a player levels up, a trigger fires and the spells scale accordingly through catalog field set function.
But lately I ran into an issue with the fact that attacking a much higher enemy than yourself isn't really dangerous and with some maneuvering and timing you can easily down enemies which shouldn't be touched until the player has at least a level close to theirs.
First I thought of something similar to Wow with a hit/miss chance, but I couldn't come up with a method that would work on what I already had implemented. Then I looked into simply increasing enemy HP to huge numbers, but I quickly realised that 100k is the max in sc2, so I thought of a different approach with damage reduction, that scales by level, so in essence a x level higher mob than you will take reduced damage by x%, where x is the difference between you and the mob.
Hello guys, I'm currently trying to develop a damage reduction buff for my map. What I need it to do is: stack 99 times and reduce all damage taken by 1% for each stack up to a maximum of 99% reduced damage. Problem is combat: damage response - modify fraction isn't additive, but multiplies itself for each behavior stack. Is there any other way I could achieve this with data or with triggers ?
I know I can use catalog triggers to directly change the modify fraction amount, but this isn't an option because I need it to have different values for different units of the same player (for example: one unit has 75% reduced damage, while another has 80% reduced damage).
I know in theory I could make a behavior for each unit in my map and control it with catalog triggers, but I'm wondering if there is any other easier way to this.
Can you guys please tell me what am I doing wrong, why can't I download the PTR and get access to the wc3 mod. This is what I see in the dropbox menu on battle.net loader: http://i.imgur.com/Id2t4Ov.jpg
Amazing map man, really good job. Definitely one of the most impressive maps I've ever seen. Played it with a friend and it was great fun, also noticed a possible bug. Whenever you drop down a ledge you can still jump while falling.
I'm very curious though, how did you make the multilevel platforms possible ?
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Thanks for all the ideas guys.
To answer your question on the context: I'm trying to do an RPG map where the player and the mobs have 99 unique levels. I scaled all my stats and ability effect damages through triggers, because I wanted to make an unified system where everything depends on just a couple of variables and some for loops, and that pretty much worked - I keep the damage in a formula and every time a player levels up, a trigger fires and the spells scale accordingly through catalog field set function.
But lately I ran into an issue with the fact that attacking a much higher enemy than yourself isn't really dangerous and with some maneuvering and timing you can easily down enemies which shouldn't be touched until the player has at least a level close to theirs. First I thought of something similar to Wow with a hit/miss chance, but I couldn't come up with a method that would work on what I already had implemented. Then I looked into simply increasing enemy HP to huge numbers, but I quickly realised that 100k is the max in sc2, so I thought of a different approach with damage reduction, that scales by level, so in essence a x level higher mob than you will take reduced damage by x%, where x is the difference between you and the mob.
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Hello guys, I'm currently trying to develop a damage reduction buff for my map. What I need it to do is: stack 99 times and reduce all damage taken by 1% for each stack up to a maximum of 99% reduced damage. Problem is combat: damage response - modify fraction isn't additive, but multiplies itself for each behavior stack. Is there any other way I could achieve this with data or with triggers ?
I know I can use catalog triggers to directly change the modify fraction amount, but this isn't an option because I need it to have different values for different units of the same player (for example: one unit has 75% reduced damage, while another has 80% reduced damage).
I know in theory I could make a behavior for each unit in my map and control it with catalog triggers, but I'm wondering if there is any other easier way to this.
0
Haha you were right I was logged on my other bnet account and didn't even realise. Thanks xD
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Can you guys please tell me what am I doing wrong, why can't I download the PTR and get access to the wc3 mod. This is what I see in the dropbox menu on battle.net loader: http://i.imgur.com/Id2t4Ov.jpg
0
Amazing map man, really good job. Definitely one of the most impressive maps I've ever seen. Played it with a friend and it was great fun, also noticed a possible bug. Whenever you drop down a ledge you can still jump while falling.
I'm very curious though, how did you make the multilevel platforms possible ?