After the 2.0.4 update, the way damage effects with multiple attributes completely changed.
Previously they simply added together, so if you have base damage 14, +8 vs Biological, -5 vs Psionic, you will deal 14 base damage, 22 to Bio, 9 vs Psionic, and if an enemy is both Bio and Psionic, they will take 14 +8 -5 which is 17. Instead now they average in strange ways that I can't track or figure out, I've tried changing several options but nothing seems to help. Does anyone know hot to get it to function like it did previously? This change is having a serious negative effect on the balance of my map :l
The Effect: Total field should dictate how multiple boni interact, but I haven't checked since the patch. It was broken for a long time though, Combine did the same as Maximum and Minimum did what Combine was supposed to do.
Edit: Yes, they f*cked it up again! Way to go, morons, it's only been working for 1-3 months!
If you only have a modifier for one damage type, like say how a Marauder does extra damage to Heavy armor as well as just a base damage value, is anything changed in that case?
The Maximum setting probably works as intended, that's what they use for all stock units.
The Combine setting doesn't add up the boni properly, it probably does the same as Maximum, nothing new here.
The Minimum setting... seriously, Blizz? How can you forget to add the base damage to the modifiers before calculating the minimum? This will wreck even units with only 1 modifier, for example if you switch a Stalker to Minimum combine method it should deal 10 damage to everything, right? Well, currently it'll do 4! damage vs. armored units. Even more fun, if you use a negative modifier (as you should be with this setting) the unit will deal 0 damage! And that's a flat 0, not even the minimum 0.5 damage when you hit 0 through armor mitigation.
At this point all we can do is report it as a bug, find out who decided to mess with the damage code, and make sure they never do it again. It's not like there's any addition to this mechanic or any new development that would warrant a change, and clearly they spent less than 5 minutes in the editor to test this, because that's how long it took me to get my results.
And I double-checked that field to make sure they hadn't changed the default.
Using the Maximum setting should still work as that's what they use for their own units, and using multiple damage effects in a Set/Persistent/whatever will also work as the bug only concerns the attribute modifier stacking on a Damage effect.
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After the 2.0.4 update, the way damage effects with multiple attributes completely changed. Previously they simply added together, so if you have base damage 14, +8 vs Biological, -5 vs Psionic, you will deal 14 base damage, 22 to Bio, 9 vs Psionic, and if an enemy is both Bio and Psionic, they will take 14 +8 -5 which is 17. Instead now they average in strange ways that I can't track or figure out, I've tried changing several options but nothing seems to help. Does anyone know hot to get it to function like it did previously? This change is having a serious negative effect on the balance of my map :l
The Effect: Total field should dictate how multiple boni interact, but I haven't checked since the patch. It was broken for a long time though, Combine did the same as Maximum and Minimum did what Combine was supposed to do.
Edit: Yes, they f*cked it up again! Way to go, morons, it's only been working for 1-3 months!
nooo :( I need to fix this! :/
If you only have a modifier for one damage type, like say how a Marauder does extra damage to Heavy armor as well as just a base damage value, is anything changed in that case?
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I don't think it affects effects with just 1 modifiers Has anyone figured this one out? or is it probably unfixable?
@thomulf: Go
The Maximum setting probably works as intended, that's what they use for all stock units.
The Combine setting doesn't add up the boni properly, it probably does the same as Maximum, nothing new here.
The Minimum setting... seriously, Blizz? How can you forget to add the base damage to the modifiers before calculating the minimum? This will wreck even units with only 1 modifier, for example if you switch a Stalker to Minimum combine method it should deal 10 damage to everything, right? Well, currently it'll do 4! damage vs. armored units. Even more fun, if you use a negative modifier (as you should be with this setting) the unit will deal 0 damage! And that's a flat 0, not even the minimum 0.5 damage when you hit 0 through armor mitigation.
At this point all we can do is report it as a bug, find out who decided to mess with the damage code, and make sure they never do it again. It's not like there's any addition to this mechanic or any new development that would warrant a change, and clearly they spent less than 5 minutes in the editor to test this, because that's how long it took me to get my results.
@Photoloss: Go
Well blizzard staff do occasionally visit this site, ask them.
Actually the minimal damage cap is set under the Gameplay Data data type via the (Basic) Combat Damage Minimum field.
@thomulf: Go
Think he means an extra Damage effect from a Set validated by a Unit Filters validator.
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
And I double-checked that field to make sure they hadn't changed the default.
Using the Maximum setting should still work as that's what they use for their own units, and using multiple damage effects in a Set/Persistent/whatever will also work as the bug only concerns the attribute modifier stacking on a Damage effect.