8 years later, I have the fix and it's simple AF:
Below Count (Max), Count (start) and Count (use), you will see a completely irrelevant-looking field called "Info ^ - Charge ^ - Location ^". Change it from "Ability" (the default) to "Unit". If you have a bunch of different charged abilities on one unit, you'll need to select a different random Link^ from the drop down for each of the abilities, so their numbers don't all synchronise when one changes. Ouila!
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I created a demo map to demonstrate how this can be achieved with Accumulators. Basically what it does is calculating the fraction of time compared to the full duration and using the Application Rule: Multiply to multiply this with the amount the Accumulator is assigned to, in this case the effect damage.
This also means that after 0.1 sec it deals 10 damage. Or even with a higher precision, as this is what Accumulators are designed for. I hope this is not an unwanted behavior, otherwise you could use an Accumulator with Stack Count to get a more partitioned effect.
Let me know if you need any more help.
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I've not tested much of the miss chance system myself, but there is a field called Weapon High Ground Chance To Miss is the gameplay settings. Go to Data Editor > New Tab > Edit Advanced Game Data > Gameplay Data, select the settings and edit the field. Hope it helps.
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I had the same problem solved a few days ago.
I'm assuming one or both of the units are duplicated units, it would leave some fields unchanged. Have a look at these fields:
Unit: Leader Alias
Unit: Select Alias
Unit: Subgroup Alias
UI: Hotkey Alias
I came across another forum telling the costs display of morph abilities are glitched. Calculating its display costs based of the unit alias, but the actual cost be correct.
It has to do with any of these fields, not sure which one did the trick, I just changed them all. So change the fields of the units to its respective unit. Linking it to itself.