Hello, first time posting here. I searched the forums and never found anything conclusive on how to do this.
I set up a behavior called "dodge" which has a chance to set the incoming damage fraction to 0. It works great and all, except I can't figure out any ways to change the chance of it happening (I am making an ORPG and I want to have a chance to dodge based on the character's stats/talents). Stacking the behavior has no effect on the chance of occurrence, and upgrades don't let you modify behaviors. Does anyone have a way to do this?
Anyway a simple work around is to have several dodge buffs for each level bracket of the stats/talents which are activated/deactivated by requirements that count your stats/talents.
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Sounds good in theory, but I want to change it by .1% at a time, and I am NOT going to make 1000 different versions of this 1 behavior, especially considering I'd have to do something similar for critical strikes. Any other thoughts? Triggering it could cause B-NET to puke all over the place, so I'm trying to avoid that.
Edit: I made a simple trigger to count the number of hits and misses and create a text message displaying the % of attacks that missed. 2 tests with 20 stacks of a behavior at a 50% chance yielded .509 and .519, each with over 150 attacks. If it stacked, it would have been 1.00
Pretty sure, Max stack count: 20, Max stack count per caster: 20, Add 20 "Dodge" to Marine1 from Marine1.
All the player heroes would have some amount of dodge as well as critical strike chance.
I appreciate the help anyway. I think the chance is unaffected by stacks, but the actual reductions will stack up. Haven't tested that, but it won't matter in my case. I might test it later for reference.
Right. But at 20 stacks of a 50% chance, I should be just about untouchable, but it still works out to be almost 50%, indicating that the extra stacks don't add extra chances. Disappointing.
Also, taking a unit with 500 Life and giving an upgrade multiplying its Life by 1.2 comes out to 599, it drops the last 1 for some reason. But when I bump it up to 40%, it goes up to 699, so it seems to be just the first 20% that's calculated wrong. Now I only just started college, but I can tell that those numbers are wrong.... Are there fractions hiding somewhere that isn't obvious?
Hello, first time posting here. I searched the forums and never found anything conclusive on how to do this.
I set up a behavior called "dodge" which has a chance to set the incoming damage fraction to 0. It works great and all, except I can't figure out any ways to change the chance of it happening (I am making an ORPG and I want to have a chance to dodge based on the character's stats/talents). Stacking the behavior has no effect on the chance of occurrence, and upgrades don't let you modify behaviors. Does anyone have a way to do this?
Thanks!
Really? Always thought it did.
Anyway a simple work around is to have several dodge buffs for each level bracket of the stats/talents which are activated/deactivated by requirements that count your stats/talents.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Sounds good in theory, but I want to change it by .1% at a time, and I am NOT going to make 1000 different versions of this 1 behavior, especially considering I'd have to do something similar for critical strikes. Any other thoughts? Triggering it could cause B-NET to puke all over the place, so I'm trying to avoid that.
Edit: I made a simple trigger to count the number of hits and misses and create a text message displaying the % of attacks that missed. 2 tests with 20 stacks of a behavior at a 50% chance yielded .509 and .519, each with over 150 attacks. If it stacked, it would have been 1.00
Depends how many units will use it and how well you code it in triggers. Sure you got your stacking correct?
Well I am out of ideas then, try sending a pm to SoulCarveRR. He might be able able to advise you on a good trigger way.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Pretty sure, Max stack count: 20, Max stack count per caster: 20, Add 20 "Dodge" to Marine1 from Marine1.
All the player heroes would have some amount of dodge as well as critical strike chance.
I appreciate the help anyway. I think the chance is unaffected by stacks, but the actual reductions will stack up. Haven't tested that, but it won't matter in my case. I might test it later for reference.
Odds are chances are counted independently of each other so 4 stacks of 10% will be 34.39% and not 40%
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Right. But at 20 stacks of a 50% chance, I should be just about untouchable, but it still works out to be almost 50%, indicating that the extra stacks don't add extra chances. Disappointing.
Also, taking a unit with 500 Life and giving an upgrade multiplying its Life by 1.2 comes out to 599, it drops the last 1 for some reason. But when I bump it up to 40%, it goes up to 699, so it seems to be just the first 20% that's calculated wrong. Now I only just started college, but I can tell that those numbers are wrong.... Are there fractions hiding somewhere that isn't obvious?
Depends how the fractions stack. Some are just the fraction of the base added on to the base independent of each other.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg