I'm working on that right now, having a little trouble but it's using a buff behavior with a damage response. I'm trying things like changing the Modify Fraction field to like 0.9 and allowing the behavior to have multiple stacks, and then altering the stack number with an upgrade. So far I'm having trouble modifying the stack number easily, but I've done it before with other behaviors so I'm probably just making a dumb mistake somewhere.
Hm so far no, and I'm still having trouble getting it to set the correct number of stacks. It likes to just stay at whatever I set in the effect that applies the behavior even if I change the behavior count with an upgrade. Working on this made me realize I didn't actually get it completely working in my last map, so in Lunar Special Forces you're either on Very Hard or Very Easy difficulty rofl. I may end up pussying out on this and going with HP/HP regen upgrades instead. Straight armor upgrades can be a problem with fast firing low damage attacks when it gets too high.
Yep, fix reduction is really imbalanced.
But anyway i'll try to make it the way you said, seems to be the best way atm. But it sux blizz didn't just make an option to active and make armor reduce a % amount instead ;(
What i've used is goto the damage effect for every damage you are using, set the reduction value to 1/10000th of the Damage Value. Now every point of armor decreases damage taken from that source by 0.01% You would just have to do some funny calculations by triggers to apply buffs that reduce or buff armor by X ammount based on deminishing returns when calculating the value of all armor pieces equiped. Effectively turning Values for Armor bonus on items to a rating, and then apply armor to a unit based on your calculation. (I might get to creating a library to do this for any interested eventually).
Thus having 4 items each giving 2500 Armor value, undeminished would result in a 100% damage reduction...
If you apply a calculation like X = (Y(sqrt)) * 1.5
X being the actual armor of the Unit, and Y being the Armor value provided by the item.
You would not hit Armor cap until 44,444,444.44 Armor Value then.
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Anyone know hot to make armor points reduce incoming damage by a % like in any other rpg?
@Aztron: Go
I'm working on that right now, having a little trouble but it's using a buff behavior with a damage response. I'm trying things like changing the Modify Fraction field to like 0.9 and allowing the behavior to have multiple stacks, and then altering the stack number with an upgrade. So far I'm having trouble modifying the stack number easily, but I've done it before with other behaviors so I'm probably just making a dumb mistake somewhere.
Make sure that the % stacks diminishingly, you cant have a 100% reduction just cos ur carrying 5 chainmails now can you :P
@goofoffjw: Go
Thats a good idea, but, any way to make it be displayed on the armor field?
@Aztron: Go
Hm so far no, and I'm still having trouble getting it to set the correct number of stacks. It likes to just stay at whatever I set in the effect that applies the behavior even if I change the behavior count with an upgrade. Working on this made me realize I didn't actually get it completely working in my last map, so in Lunar Special Forces you're either on Very Hard or Very Easy difficulty rofl. I may end up pussying out on this and going with HP/HP regen upgrades instead. Straight armor upgrades can be a problem with fast firing low damage attacks when it gets too high.
@goofoffjw: Go
Yep, fix reduction is really imbalanced. But anyway i'll try to make it the way you said, seems to be the best way atm. But it sux blizz didn't just make an option to active and make armor reduce a % amount instead ;(
@Aztron: Go
What i've used is goto the damage effect for every damage you are using, set the reduction value to 1/10000th of the Damage Value. Now every point of armor decreases damage taken from that source by 0.01% You would just have to do some funny calculations by triggers to apply buffs that reduce or buff armor by X ammount based on deminishing returns when calculating the value of all armor pieces equiped. Effectively turning Values for Armor bonus on items to a rating, and then apply armor to a unit based on your calculation. (I might get to creating a library to do this for any interested eventually).
Thus having 4 items each giving 2500 Armor value, undeminished would result in a 100% damage reduction... If you apply a calculation like X = (Y(sqrt)) * 1.5 X being the actual armor of the Unit, and Y being the Armor value provided by the item. You would not hit Armor cap until 44,444,444.44 Armor Value then.