Hey there, im creating a new team for my tower war map, and I have lots of auras on the team boosting my damage.
so when I try to make a crit effect I have no idea how to to it since I dont know how to read my damage, rather than my base damage.
Is there a way to do percentage based crits, or am I screwed?
Use triggers for that. Data wont allow you to create like 3.75 or 2.33 multipliers. With some wierd approaches you can create critical strikes with integer multipliers in data, but it sucks.
Weapons now have two fields (Basic)(None): Critical Chance (Basic)(None): Critical Effect
I'm not sure if an apply buff effect (with a damage multiplier) would be executed before the actual damage effect. if you test it could you post your results on this thread. maybe even edit the wiki.
Crit effect executing instead of eeapon's primary effect. So if you want it to deal double damage you can create second effect with damage amount 50, instead of 25 for example and put it to effect critical field. But you can fire any type of effect with that, including apply behaviour, set, persistant, etc. The approach u suggested was a workaround before they made official support for this, but that was not so good.
Hey there, im creating a new team for my tower war map, and I have lots of auras on the team boosting my damage. so when I try to make a crit effect I have no idea how to to it since I dont know how to read my damage, rather than my base damage.
Is there a way to do percentage based crits, or am I screwed?
Use triggers for that. Data wont allow you to create like 3.75 or 2.33 multipliers. With some wierd approaches you can create critical strikes with integer multipliers in data, but it sucks.
@mannenabo0: Go
Were all screwed but I tried using Damage Response Apply Behavior then for the Triggers use Triggering Damage amount :)
You are aware the latest patch added critical chance related fields to weapons and buffs right?
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
We are not, i spend around an hour to find what you are talking about with no result, so maybe you could tell us where exctly it is located?
http://www.sc2mapster.com/forums/development/data/57360-critical-strike-in-2-0-10/ this
@kebali: Go
Weapons now have two fields
(Basic)(None): Critical Chance
(Basic)(None): Critical Effect
I'm not sure if an apply buff effect (with a damage multiplier) would be executed before the actual damage effect. if you test it could you post your results on this thread. maybe even edit the wiki.
Apply buff is useless because it will increase damage from all sources, or you should set it for each possible weapon effect that is kind of messy
@abvdzh: Go
I'm not familiar with the critical strike stuff. what I wanted to know is the execution order of critical strikes. is it:
if its the first one you could make something like this:
apply buff (10% more damage) - - - > normal damage effect and remove behaviour (using a set)
PS: what do you mean with "all sources"
Crit effect executing instead of eeapon's primary effect. So if you want it to deal double damage you can create second effect with damage amount 50, instead of 25 for example and put it to effect critical field. But you can fire any type of effect with that, including apply behaviour, set, persistant, etc. The approach u suggested was a workaround before they made official support for this, but that was not so good.
@DrSuperEvil: Go
Not. :D