So does anyone figured out the new armor thingy?
What does these things do?:
(None): Armor Formula - -1:1:1:1:0
(None): Negative Armor Multiplier -1
(None): Negative Damage Base 1
(None): Negative Damage Unscaled 1
(None): Positive Armor Multiplier 1
(None): Positive Damage Ratio 0
Changes link with some armor stuff research formula.
"
- '(WC3) Armor Formula' support
Unit's Life Armor, Shield Armor, Energy Armor now all have a 'Armor Formula' field to allows you to customize your armor Formula for each unit. And you can add tooltips for units' life armor.
It have 5 sub fields: Negative Armor Multiplier, Negative Damage Base, Negative Damage Unscaled, Positive Armor Multiplier, Positive Damage Ratio.
After some test, I find the way to set your unit's armor to WC3 style.
Negative Armor Multiplier=0
Negative Damage Base=0.94
Negative Damage Unscaled=1
Positive Armor Multiplier=0
Positive Damage Ratio=0.06
"
I realize this says that its solved but what do the values actually change?
I set those values and its working good but what is that formula actually doing?
I'm also pretty sure whatever damage the unit takes is factored into this formula even if the damage effect ignores armor. So an effect that normally would bypass armor completely would instead be reduced by whatever armor the formula you use calculates.
Noone really explained what the values do, I don't see how this is solved.
I really want to know if I can replace our trigger-based system with this one, as our trigger-based system has one big flaw. We needed to make triggers for "unit construction finished", "unit is created", "unit uses any ability at execute stage" and "unit armor changes" to update the armor. The flaw is that when behaviors that add armor run out, the armor isn't updated for some reason. Updating the armor whenever a buff changes is causing way too much lag, so we are doomed to make a trigger for each behavior.
If we could figure out this formula we might be able to switch to that.
well if taking information from WC3 documentation:
"For positive Armor, damage reduction =((armor)*0.06)/(1+0.06*(armor))
For negative Armor, it is damage increase = 2-0.94^(-armor) since you take more damage for negative armor scores. "
Great - I would use Blizzards new armor system, if there was a way to make it work only on certain damage types aka not for spell damage as example. As far as I know it will affect all damage types though.
Our trigger-based armor has disadvantages sadly. Behaviors changing armor have to get their own trigger to update the reduction (because "Unit Property Changes" doesnt work when an armor-changing behavior times out) and I like the curve of their system more. It's a lot stronger at low amounts of armor, but falls off a lot harder. At 400 armor our system would give you 99.9% DR, their system only 80-90% (something around that).
So does anyone figured out the new armor thingy?
What does these things do?:
(None): Armor Formula - -1:1:1:1:0
(None): Negative Armor Multiplier -1
(None): Negative Damage Base 1
(None): Negative Damage Unscaled 1
(None): Positive Armor Multiplier 1
(None): Positive Damage Ratio 0
Changes link with some armor stuff research formula.
"
- '(WC3) Armor Formula' support
Unit's Life Armor, Shield Armor, Energy Armor now all have a 'Armor Formula' field to allows you to customize your armor Formula for each unit. And you can add tooltips for units' life armor.
It have 5 sub fields: Negative Armor Multiplier, Negative Damage Base, Negative Damage Unscaled, Positive Armor Multiplier, Positive Damage Ratio.
After some test, I find the way to set your unit's armor to WC3 style.
Negative Armor Multiplier=0
Negative Damage Base=0.94
Negative Damage Unscaled=1
Positive Armor Multiplier=0
Positive Damage Ratio=0.06
"
I realize this says that its solved but what do the values actually change?
I set those values and its working good but what is that formula actually doing?
@zaysite: Go
http://www.thehelper.net/threads/armor-formula-question.55630/
I'm also pretty sure whatever damage the unit takes is factored into this formula even if the damage effect ignores armor. So an effect that normally would bypass armor completely would instead be reduced by whatever armor the formula you use calculates.
Noone really explained what the values do, I don't see how this is solved.
I really want to know if I can replace our trigger-based system with this one, as our trigger-based system has one big flaw. We needed to make triggers for "unit construction finished", "unit is created", "unit uses any ability at execute stage" and "unit armor changes" to update the armor. The flaw is that when behaviors that add armor run out, the armor isn't updated for some reason. Updating the armor whenever a buff changes is causing way too much lag, so we are doomed to make a trigger for each behavior.
If we could figure out this formula we might be able to switch to that.
well if taking information from WC3 documentation:
"For positive Armor, damage reduction =((armor)*0.06)/(1+0.06*(armor)) For negative Armor, it is damage increase = 2-0.94^(-armor) since you take more damage for negative armor scores. "
Table with armor values
Warcraft 3 with armor documentation Source
So the positive damage ratio is the number that matters. Let's say I want units to have 50% damage reduction at 50 armor.
I set the positive damage ratio to 0.02, so (50*0.02)/(1+50*0.02) = 0.5.
Question is, what do the other values do? Of course, negative damage ratio is the damage increase at negative values. But what about the multiplier?
Here is Life Armor Tooltip code to use (Replace "UnitID" with Unit Index, not name):
<d ref=" (Unit,UnitID,LifeArmor * Unit,UnitID,LifeArmorFormula.PositiveDamageRatio / ( 1 + (Unit,UnitID,LifeArmorFormula.PositiveDamageRatio * Unit,UnitID,LifeArmor ) ) ) * 100"/>
Dont know how to make it show (switch the formula) Negative armor..!
Great - I would use Blizzards new armor system, if there was a way to make it work only on certain damage types aka not for spell damage as example. As far as I know it will affect all damage types though.
Our trigger-based armor has disadvantages sadly. Behaviors changing armor have to get their own trigger to update the reduction (because "Unit Property Changes" doesnt work when an armor-changing behavior times out) and I like the curve of their system more. It's a lot stronger at low amounts of armor, but falls off a lot harder. At 400 armor our system would give you 99.9% DR, their system only 80-90% (something around that).
@Scythe1250: Go
does this still activate on spell damage as well?