Physical Damage Reduction

Penguin-

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Hardened skin will allow you to reduce it by a value and set a minimum value, as for a percent, I don't know.
 

ShadowDestro

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Berserk increases ALL damage rather than just physical.

Hardened skin's set values rather than % is useless to me.
 
L

LegACy99

Guest
Defend is quite good actually, but it's a toggle-able spell...
 

ShadowDestro

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The reason I think defend only affects piercing is that Elune's Grace has the same fields, but only affects piercing from my understanding...
 
W

Wzuuki

Guest
Defend Ability

Maybe the defend ability has an ability in which Attack Type to take reduced damage from. Maybe you can chance it from "Piercing" to "Normal" or smth ;p

Didn't actually have my WE up while writing this but I hope it helps.
 

pandamoniuma

New Member
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I've been searching for the solution to this problem for a long time, and I've finally found one.

Normally you'd think you could use the Damage Taken event, and simply add a % of the damage taken back to the unit's life right? But what actually happens is the damage isn't applied to the unit until AFTER triggers with damage taken events are run, really annoying!

I looked through various posts about the subject, and one guy suggested starting a countdown timer that expires in 0 seconds, and apply the necessary healing then, and it works!

First, you need to create a damage taken event trigger. It only works with specific units, but there is a way around that. You can add an event to trigger for any unit taking damage with something like this

Event - Unit enters (Playable map area)
Add to "Damage Trigger" this event "Entering unit - takes damage"

Now, in the "Damage Trigger", have something like this

Set Damage_Real = Event Response - Damage Taken
Set Damage_Unit = Triggering unit
Start Damage_Timer as a 1 shot timer that will expire in 0.00 seconds

Then have another trigger for the timer,

Event - Damage_Timer expires

Set life of Damage_Unit = life of Damage_Unit + (Damage_Real * Shield_Percent)

And the Shield_Percent would be however much you want the damage to be reduced by, a value of 1 would make the damage ignored completely, or a value of 0.5 could make the damage reduced by half.

Hope this helps!

Edit: Oh yea, you said you wanted physical damage reduced by a %, another thing that sucks! While you can cause a unit to damage another unit with a specific damage type in a trigger, you cannot detect the type of damage received in a takes damage event! really annoying!

But if there is a way (without JASS hopefully, I love the GUI) I'd love to know!!!
 
K

Kiryu

Guest
I've been searching for the solution to this problem for a long time, and I've finally found one.

Normally you'd think you could use the Damage Taken event, and simply add a % of the damage taken back to the unit's life right? But what actually happens is the damage isn't applied to the unit until AFTER triggers with damage taken events are run, really annoying!

I looked through various posts about the subject, and one guy suggested starting a countdown timer that expires in 0 seconds, and apply the necessary healing then, and it works!

First, you need to create a damage taken event trigger. It only works with specific units, but there is a way around that. You can add an event to trigger for any unit taking damage with something like this

Event - Unit enters (Playable map area)
Add to "Damage Trigger" this event "Entering unit - takes damage"

Now, in the "Damage Trigger", have something like this

Set Damage_Real = Event Response - Damage Taken
Set Damage_Unit = Triggering unit
Start Damage_Timer as a 1 shot timer that will expire in 0.00 seconds

Then have another trigger for the timer,

Event - Damage_Timer expires

Set life of Damage_Unit = life of Damage_Unit + (Damage_Real * Shield_Percent)

And the Shield_Percent would be however much you want the damage to be reduced by, a value of 1 would make the damage ignored completely, or a value of 0.5 could make the damage reduced by half.

Hope this helps!

Edit: Oh yea, you said you wanted physical damage reduced by a %, another thing that sucks! While you can cause a unit to damage another unit with a specific damage type in a trigger, you cannot detect the type of damage received in a takes damage event! really annoying!

But if there is a way (without JASS hopefully, I love the GUI) I'd love to know!!!

You don't need a trigger to reduce damage by percent there is a warcraft ability that already does that. As i said in my previous post that spiked carapace works and all you need to do is modify the recieved damage factor on spike carapace and it to reduce damage by percent. The problem is its a passive but it can be used as a buff with triggers. Actually i might be wrong with this so im not sbut you can try this out
 
D

Democratus

Guest
Another couple of factors you'd have to take into consideration is that, first off, when you have this kind of trigger, the unit could be already dead before the effect takes place (For example, if he has 100 hp left and an attack of 100 exactly is done, he should, by all rights, still have 3 hp with 3% reduction, but he will be killed before this event). Also, the trigger of "Unit enters (playable map area)" has proven to be faulty on units that are pre-placed into the map, especially creeps. If you can get around these, however, the trigger would probably be very useful.
 

pandamoniuma

New Member
Reaction score
9
spiked carapace is melee only, does not affect spells or ranged attacks

the set of triggers i mentioned works even if a killing blow is dealt, i tested

of course unit enters map wont work on preplaced units, i just used that as an example, because it shouldn't be very hard
to have both a trigger at initialization that handles preplaced, and another that handles future units, honestly if a person can't make that connection he shouldn't be trying to do advanced triggers in the first place

not to be rude, but you guys should really test your ideas first :p
 
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