I was considering picking up a map I once worked on, which included hero units with upgradeable abilities, which also dealt damage acording to the items the unit had. The way it worked was that the ability deals 100 damage + 0.1*Strength. I made an attribute behavior (not sure it's the right name) for the Strength stat, and set a variable to the amout of behaviors (which worked). I then made the ability deal 100 damage (with effects), and a trigger that launched every time the effect fired, and dealt the damage acording the variable. My question now is, is this the most efficient way? I could imagine that doing this with an ability that deals area of effect damage multiple times a second in a large area, it would end up causing lag. Is there a more efficient way to do this? I was considering having 2 effects that deals damage, end then setting the damage field of the behavior to my desired amount, but is there a more efficient way to deal bonus damage according to a attribute behavior?