Damage + Agility (Failing at it)

ludnica

Long gone
Reaction score
61
Trigger:
  • Fatal Strike
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • Set FatalWoundAgility = (Agility of (Casting unit) (Include bonuses))
      • Set FatalWoundLevel = (Level of Fatal Strike for (Casting unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Fatal Strike
        • Then - Actions
          • Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((((Real(FatalStrikeLevel)) x 0.50) + 1.00) x (((Real(FatalStrikeAgility)) + 50.00) x (Real(FatalStrikeLevel)))) damage of attack type Hero and damage type Normal
        • Else - Actions


So, uh, this thingy does minor damage at level 1 (it has 3 - it's an ultimate, duh), around 130 damage - my hero has 48 agility and the factor is Agility x1.5 (level 1) so yes ~87 damage + 50 from the bonus. But when I use level 2 - damage dealt is 420...it's an epic fail, I'm telling ya!
Any suggestions/fixes for this?
 

naughty

New Member
Reaction score
12
first of all put this condition in the begining "(Ability being cast) Equal to Fatal Strike" so the trigger wont run for every spell casted and set those variables.
and can u explain with words what your spell is supposed to do? i mean how much agility per level and stuff?
 

dragonhord

Knowledge is true opinion. - Plato
Reaction score
82
Ummm.. One of your variables is FatalWoundLevel... and the one you use in your damage trigger is FatalStrikeLevel... So fatalstrike would default at 0... and when you multiply anything by 0 you get 0.. I think that's your problem unless you typed it wrong...
 

Chao

Setting sail for fail in the sea of lame.
Reaction score
63
That would definitely be it, dragonhord.
The variables you have there aren't plugged in to anything. Thus, the casting unit is pulling numbers from something else, which explains why the damage is awry.
 

Nivius

TH.net Regular
Reaction score
5
Trigger:
  • Fatal Strike
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Fatal Strike
    • Actions
      • Set FatalWoundAgility = (Agility of (Casting unit) (Include bonuses))
      • Set FatalWoundLevel = (Level of Fatal Strike for (Casting unit))
      • Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((((Real(FatalStrikeLevel)) x 0.50) + 1.00) x (((Real(FatalStrikeAgility)) + 50.00) x (Real(FatalStrikeLevel)))) damage of attack type Hero and damage type Normal


whud prob save u some lag... so that it checks if its that skill before setting everything and checking if/else

also u shuld change "casting unit" to "triggering unit" to be safe
 

ludnica

Long gone
Reaction score
61
Silly me. It's just that I've renamed the spell and forgot to rename those two (couldn't bother with copy and paste again, meh). So it's just a typo. Once more:
Trigger:
  • Fatal Strike
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Fatal Strike
    • Actions
      • Set FatalStrikeAgility = (Agility of (Casting unit) (Include bonuses))
      • Set FatalStrikeLevel = (Level of Fatal Strike for (Casting unit))
      • Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing ((((Real(FatalStrikeLevel)) x 0.50) + 1.00) x (((Real(FatalStrikeAgility)) + 50.00) x (Real(FatalStrikeLevel)))) damage of attack type Hero and damage type Normal


How much +damage and damage per agility/level you asked?
Level 1 - 1.5x Agility +50 normal damage
Level 2 - 2.0x Agility + 100 normal damage
Level 3 - 2.5x Agility + 150 normal damage

I think that sums it up. Oh, and, the spell is based on Acid Bomb (no additional damage, just reduced movement and attack speed).
Damned typo's! (problem not solved, yet...)
 

Cookiemaster

New Member
Reaction score
36
((((Real(FatalStrikeLevel)) x 0.50)
+ 1.00)
x
(((Real(FatalStrikeAgility)) + 50.00)
x
(Real(FatalStrikeLevel))))

(Level*0.5+1) * level * agi+50 = damage.

Well FUCK.

level 3 and 0 agi would give:

(3*0.5+1) * 3 * 50 = 4.5 * 3 * 50 = 13.5 * 50 = more than 600 damage.
Get 100 agi and you'll be poppin 2k damage in no time.

You should write the damage like this:

( (((FatalStrikeLevel*0.5)+1) * FatalStrikeAgility) + (50 * FatalStrikeLevel) )

Because otherwise you're just multiplying the agility multiplier with the base damage multiplier which messes it up entirely.
 
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