EDIT: Issue was item bonuses adding ridic amounts to the abil. Below we end up discussing that moreso. As well, the post by Dreyece actually is a solution to my initial problem about repeat-hits.
Hey everyone, usually I'm on the other side of questions, but I can't solve this one. Prozaicmuze made an ability for me back in the day that makes a line of flame out from the caster (similar to Druid one in Diablo 2).
How he made it is an effect-target ability, that does a persistent effect with 10 periods (0.03s per period) with period offsets of ((0,-0.5,0)|(0,-1,0)|(0,-1.5,0)|(0,-2,0)|(0,-2.5,0)|(0,-3,0)|(0,-3.5,0)|(0,-4,0)|(0,-4.5,0)|(0,-5,0)) which makes the fire offset from the caster and travel out in a line. Each period tick does a damage effect that does 0.5 dmg and has 'Search - Area+' set to a 1 radius. SO, it should travel along the line dealing up to 4 occurrences of this damage to any enemy in its path. Note: Also set to exclude "outer" and "target" on Area+.
The image below shows an illustration of what I mentioned above. The example enemy unit should be hit 4 times by the periods, thus taking 2.0 damage.
YET, in-game when I use this ability, it wipes out a 30HP unit easily.
So, can anyone tell me what's wrong? Should I just remake it and hope it was some random thing I couldn't find? I tried setting up a 'Marker' so it doesn't hit a unit more than once, and it ended up missing small units and still doing 5 damage to big units... not a result I really want either.
Effect ("searing path damage level 1") does any damage to any unit
actions
text message to debug area "dmg effect detected"
prozaic would do something where his effects wouldnt do damage to a target that has already been hit by the ability ...
possibly that mechanic got broke by and update...
simple solution would be to add a "burn" buff it adds to the targets and then add a validator to that damage effect so that it does not deal damage to that target again
i havent really used markers myself.... but ... why would that prevent it from hitting smaller units?
I think i know why, but not sure if this is the way you want. Check your marker, and under match flags = "ID : enable". If so you can set your damage to 2 instead of 0.5 and make sure the damage effect has a validator "no marker".
I tried setting the armor reduction to zero, no effect.
Set the damage amount to 0, still doing 15 damage.
Set the damage chance to 0, no damage was done. It's definitely somewhere in that damage effect or linked to it somehow.
After screwing with it, I went to the Damage Effect and turned on the flag "No Dealt Bonus (Unscaled)" and it worked. Something is giving a bonus to your ability. I cannot tell you what, however.
Edit: Just double-checked by re-downloading the the map. If you check the No Dealt Bonus (Unscaled) flag on the damage effect, it works perfectly.
Edit2: It was your Wisdom attribute. Think that it gives .75 spell damage per point. Magus starts with 5 points. The flame wave hits the enemy 4 times. 5 * .75 * 4 = 15 damage. Done.
Ah great find Shawn!! WoW I never would have guessed... so it was doing 15 damage PER tick so 15x4 if you were in the middle of it? Shit haha.
JeffQ: Good suggestion, I'll look into it.
SoulCarver: Was going to try this until I read Shawn's post... because I was talking to him in IRC and gave him the RPG to actually test it out. But I think I may do the burn buff idea instead of markers to prevent double damaging...
from the sounds of it you want it to hit multiple times just not "too many"
eh adding behaviors from spells lets you do cool stuff with "behavior actors" like makes flames come off the unit after they take damage ... or apply a "damage over time" for a bit.
well good luck
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I just talked to Helral and found a solution for item spell bonuses factoring less for faster abils (e.g. remember in WoW for instance, Fireball with 2.5s cast would receive almost full +spell Damage, meanwhile Arcane Explosion (no cast/cooldown) would get like 20% of the spell damage bonus).
Here's what we're trying (similar to the other thread I just posted in):
Assuming every unit/mob/enemy has at least 1 attribute like "Biological", make your slower abilities (single target ones) do about the same damage as a tick of 'flame wave'. EXCEPT then in Attribute Factor field for flame-wave damage, for every single field, put in 0.1.
This way if lightning bolt (single target) did 35 damage, and Flame Wave (persistent) did 35 damage per tick for 10 ticks but have 0.1 as the factor for all attribute factors... with no 'wisdom', lightning bolt would deal 35 damage, and Flame Wave would deal about((35*0.1)*10) which is 35 total. With 15 'wisdom', lightning bolt would deal 50 damage, and Flame Wave would deal about (((35+15)*0.1)*10) which is 50 damage as well.
I'm about to test ^ but it essentially means that were lowering the factor that Wisdom bonus gives... Hope that makes sense, courtesy of Helral.
behavior - Attribute - Damage bonus Scaled: is adjusted by the Attribute Factor field.
behavior - Attribute - Damage bonus Unscaled: is not adjusted by the Attribute Factor field.
Effect - Damage - Attribute Factor: is added to the base dmg.
example: setting this value to 1 = double dmg, because it adds 1*base to the base.
example 2: setting this value to -0.5 = half dmg, because it add -0.5*base to the base.
example:
Marine gaus weapon dmg base is 6.
I set the bio factor to -0.5 (which results in 3 dmg instead of 6 for bio)
then I had an attribute scaled bonus of 2 (which results in 1 dmg bonus instead of 2 for bio)
and an attribute unscaled bonus of 1 (which stays 1 for bio)
so the weapon would now do the following dmg vs bio: 3(base adjusted)+1(dmg bonus scaled adjusted)+1(damage bonus unscaled) = 5
Okay guys here's the solution I went with. I take every behavior on the hero, see if this buff has bonus spell dmg and multiply by the stack count, add it to a total bonus... and then finally multiply the bonus by 0.3 and apply it as an effect (uses a dummy effect that does 0 dmg).
I am not sure exactly what this thread is adressing lol, I thought from reading at the top it was about One+Two's flame wave having overlapping damage area's, but it seems it turned into a discussion on changing damage reduction. I dont have any solutions to damage reduction, I just use items that give X damage reduction to X required damage type or effect.
But for the overlapping damage areas on a persistent spell such as his flamewave at the top of the thread, its really easy to stop overlapping damage to any units even if they are moving through the line of effects, instead of applaying the damage directly through a search effect or through the damage effect itself use a Behavior of type buff that lasts as long as it takes your entire line of persistent effects to create, and have its initial effect deal the damage, and plug the apply behavior effect into your search effect. Now its important if say, theres the possibility of more than one unit in the game using this ability i.e theres 2 or more in game that have that flamewave ability. You go into the damage behavior that you made for it and set the maximum stack count to -1, and maximum stack count per caster to 1. So you have X persistent Effect which has a period duration of for instance .0625 and there are 10 period effects created thats 10*.0625 = .625 seconds, so if the duration on your damage behavior is .625 global seconds then any unit caught in the flame wave can only take damage once, because the behavior will prevent it since it can only have 1 stack of that behavior per caster. Now if you want your flame wave to be a persistent effect in the area one it has been created i.e a flaming wall then you set the duration of the Behavior to be however long you think is an apprpriate wait time before a unit can be damaged by the effect again. In that case I would put a validator on the apply behavior effect that aplpies the damage dealing behavior we are discussing, that counts the damage behavior on the target less than 1, this way if a unit has the damage behavior it wont even try to put it on them until it has worn completely off. This is only important because if you are making the flame wave persistent like the flame wall I just described, as the behavior wears off and is refreshed at the very end of its duration the game will act like it never wore off and wont do the damage, however if you do like I said and validate the behavior being less than 1 in order for the apply behavior effect to execute on them then it will do the damage over and over at intervals determined by the damage behaviors duration.
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EDIT: Issue was item bonuses adding ridic amounts to the abil. Below we end up discussing that moreso. As well, the post by Dreyece actually is a solution to my initial problem about repeat-hits.
Hey everyone, usually I'm on the other side of questions, but I can't solve this one. Prozaicmuze made an ability for me back in the day that makes a line of flame out from the caster (similar to Druid one in Diablo 2).
How he made it is an effect-target ability, that does a persistent effect with 10 periods (0.03s per period) with period offsets of ((0,-0.5,0)|(0,-1,0)|(0,-1.5,0)|(0,-2,0)|(0,-2.5,0)|(0,-3,0)|(0,-3.5,0)|(0,-4,0)|(0,-4.5,0)|(0,-5,0)) which makes the fire offset from the caster and travel out in a line. Each period tick does a damage effect that does 0.5 dmg and has 'Search - Area+' set to a 1 radius. SO, it should travel along the line dealing up to 4 occurrences of this damage to any enemy in its path. Note: Also set to exclude "outer" and "target" on Area+.
The image below shows an illustration of what I mentioned above. The example enemy unit should be hit 4 times by the periods, thus taking 2.0 damage.
YET, in-game when I use this ability, it wipes out a 30HP unit easily.
So, can anyone tell me what's wrong? Should I just remake it and hope it was some random thing I couldn't find? I tried setting up a 'Marker' so it doesn't hit a unit more than once, and it ended up missing small units and still doing 5 damage to big units... not a result I really want either.
Edit: attached screenshot of the effects.
Edit 2: This is the actual ability:
Won't it apply all effects listed each period instead of applying one effect, waiting, applying another, etc.?
hey onetwo make a trigger...
Dmg Detect
prozaic would do something where his effects wouldnt do damage to a target that has already been hit by the ability ... possibly that mechanic got broke by and update...
simple solution would be to add a "burn" buff it adds to the targets and then add a validator to that damage effect so that it does not deal damage to that target again
i havent really used markers myself.... but ... why would that prevent it from hitting smaller units?
I think i know why, but not sure if this is the way you want. Check your marker, and under match flags = "ID : enable". If so you can set your damage to 2 instead of 0.5 and make sure the damage effect has a validator "no marker".
After screwing with it, I went to the Damage Effect and turned on the flag "No Dealt Bonus (Unscaled)" and it worked. Something is giving a bonus to your ability. I cannot tell you what, however.
Edit: Just double-checked by re-downloading the the map. If you check the No Dealt Bonus (Unscaled) flag on the damage effect, it works perfectly.
Edit2: It was your Wisdom attribute. Think that it gives .75 spell damage per point. Magus starts with 5 points. The flame wave hits the enemy 4 times. 5 * .75 * 4 = 15 damage. Done.
@Shawn91210: Go
Ah great find Shawn!! WoW I never would have guessed... so it was doing 15 damage PER tick so 15x4 if you were in the middle of it? Shit haha.
JeffQ: Good suggestion, I'll look into it.
SoulCarver: Was going to try this until I read Shawn's post... because I was talking to him in IRC and gave him the RPG to actually test it out. But I think I may do the burn buff idea instead of markers to prevent double damaging...
Thanks everyone!
@OneTwoSC: Go
from the sounds of it you want it to hit multiple times just not "too many"
eh adding behaviors from spells lets you do cool stuff with "behavior actors" like makes flames come off the unit after they take damage ... or apply a "damage over time" for a bit.
well good luck
you could also make it apply a dummy behaviour buff and use a validator to cancel the stacking damage.
@SouLCarveRR: Go
I just talked to Helral and found a solution for item spell bonuses factoring less for faster abils (e.g. remember in WoW for instance, Fireball with 2.5s cast would receive almost full +spell Damage, meanwhile Arcane Explosion (no cast/cooldown) would get like 20% of the spell damage bonus).
Here's what we're trying (similar to the other thread I just posted in):
Assuming every unit/mob/enemy has at least 1 attribute like "Biological", make your slower abilities (single target ones) do about the same damage as a tick of 'flame wave'. EXCEPT then in Attribute Factor field for flame-wave damage, for every single field, put in 0.1.
This way if lightning bolt (single target) did 35 damage, and Flame Wave (persistent) did 35 damage per tick for 10 ticks but have 0.1 as the factor for all attribute factors... with no 'wisdom', lightning bolt would deal 35 damage, and Flame Wave would deal about((35*0.1)*10) which is 35 total. With 15 'wisdom', lightning bolt would deal 50 damage, and Flame Wave would deal about (((35+15)*0.1)*10) which is 50 damage as well.
I'm about to test ^ but it essentially means that were lowering the factor that Wisdom bonus gives... Hope that makes sense, courtesy of Helral.
@OneTwoSC: Go
well after test we got the following results:
example: setting this value to 1 = double dmg, because it adds 1*base to the base.
example 2: setting this value to -0.5 = half dmg, because it add -0.5*base to the base.
example:
Marine gaus weapon dmg base is 6.
I set the bio factor to -0.5 (which results in 3 dmg instead of 6 for bio)
then I had an attribute scaled bonus of 2 (which results in 1 dmg bonus instead of 2 for bio)
and an attribute unscaled bonus of 1 (which stays 1 for bio)
so the weapon would now do the following dmg vs bio: 3(base adjusted)+1(dmg bonus scaled adjusted)+1(damage bonus unscaled) = 5
@Helral: Go
I'm giving up for now because units with 2 attributes have issues with this. Damn it was confusing haha. But good work sir!
Check your Bnet post. I answered your issue with repeated-damage spells (it's easy-peasy too! :O).
@OneSoga: Go
THanks!
Final solution found... yes I'm bumping but in 3 months when someone's searching they'll want to know what I did.. so here it is:
http://us.battle.net/sc2/en/forum/topic/2089111886?page=2#20
Okay guys here's the solution I went with. I take every behavior on the hero, see if this buff has bonus spell dmg and multiply by the stack count, add it to a total bonus... and then finally multiply the bonus by 0.3 and apply it as an effect (uses a dummy effect that does 0 dmg).
I will have to do this for every spell i deem needs to be not getting 100% spell damage bonus.
Thanks for all your help guys!
I am not sure exactly what this thread is adressing lol, I thought from reading at the top it was about One+Two's flame wave having overlapping damage area's, but it seems it turned into a discussion on changing damage reduction. I dont have any solutions to damage reduction, I just use items that give X damage reduction to X required damage type or effect.
But for the overlapping damage areas on a persistent spell such as his flamewave at the top of the thread, its really easy to stop overlapping damage to any units even if they are moving through the line of effects, instead of applaying the damage directly through a search effect or through the damage effect itself use a Behavior of type buff that lasts as long as it takes your entire line of persistent effects to create, and have its initial effect deal the damage, and plug the apply behavior effect into your search effect. Now its important if say, theres the possibility of more than one unit in the game using this ability i.e theres 2 or more in game that have that flamewave ability. You go into the damage behavior that you made for it and set the maximum stack count to -1, and maximum stack count per caster to 1. So you have X persistent Effect which has a period duration of for instance .0625 and there are 10 period effects created thats 10*.0625 = .625 seconds, so if the duration on your damage behavior is .625 global seconds then any unit caught in the flame wave can only take damage once, because the behavior will prevent it since it can only have 1 stack of that behavior per caster. Now if you want your flame wave to be a persistent effect in the area one it has been created i.e a flaming wall then you set the duration of the Behavior to be however long you think is an apprpriate wait time before a unit can be damaged by the effect again. In that case I would put a validator on the apply behavior effect that aplpies the damage dealing behavior we are discussing, that counts the damage behavior on the target less than 1, this way if a unit has the damage behavior it wont even try to put it on them until it has worn completely off. This is only important because if you are making the flame wave persistent like the flame wall I just described, as the behavior wears off and is refreshed at the very end of its duration the game will act like it never wore off and wont do the damage, however if you do like I said and validate the behavior being less than 1 in order for the apply behavior effect to execute on them then it will do the damage over and over at intervals determined by the damage behaviors duration.