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    posted a message on Need help with damage reduction

    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.

    Posted in: Data
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    posted a message on Need help with damage reduction

    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.

    Posted in: Data
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    posted a message on Weekly Terraining Exercise #193: Well, Warcraft
    Quote from Forge_User_33159862: Go

    @noRwaytheshaman: Go

    You also seem to only have the starter edition, maybe the PTR (since it is based on Heart of the Swarm) is locked for Starter Editions

    Haha you were right I was logged on my other bnet account and didn't even realise. Thanks xD

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #193: Well, Warcraft

    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

    Posted in: Terrain
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    posted a message on [Rock the Cabinet] Tessera

    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 ?

    Posted in: Project Workplace
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