Does Evasion allow you to evade Phoenix fire based abilities?

  • Thread starter Thread starter ThE-eNiGmA
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ThE-eNiGmA

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Pretty much what the title of the thread said. The most likely answer is no, but I
felt like asking just to make sure. It would be nice for this map idea I have...

*edit* I thought of something, but I cant remember what I would need to do it. There is an ability that nullifies targeted spells. While Pfire is hardly a targeted ability, I wonder if that could be tweaked for the same purpose.
 
Sorry, Evasion doesn't work to evade Phoenix Fire.

I'm not sure if it evades any spells, I think it only blocks unit attacks.
 
The reason why I'm asking is because the main form of attack in my map is pfire, but I want there to be a sort of realism. I want by default a certain amount of attacks to miss, based on size and whatnot.
 
You can't do that with Pheonix Fire. You'd need to make everything—including the projectiles—triggered.
 
maerlyn said:
Can't you just use triggers to block Phoenix Fire?
Triggers allow you to react to an event, not alter that event.
 
For what I want, (a ship map) that would be way too complicated. And while I am no stranger to triggering, just how would you go about trigging the projectiles from a ship? *the idea of using dummy units to pop in, attack, and pop out, while appealing from a "it gets the job done" approach, would lag the map HORRIBLY*
 
ThE-eNiGmA said:
*the idea of using dummy units to pop in, attack, and pop out, while appealing from a "it gets the job done" approach, would lag the map HORRIBLY*
It's either that or spawning dummy units that actually look like the projectile and go zooming towards the target.
 
ThE-eNiGmA said:
*the idea of using dummy units to pop in, attack, and pop out, while appealing from a "it gets the job done" approach, would lag the map HORRIBLY*

Well, not really. But Phoenix Fire based spells don't need dummy units anyway.
 
Uh, heck no. That would really look bad. However, all is not lost. I just realized that by varying speeds and stuff like that, I might be able to get what I want exactly how I really want it. All I have to do is turn off homing. Smaller ships are faster, and more likly to evade. Larger projectiles are slower, and you get the picture. At least, that is how I think it will work in theory.
 
ThE-eNiGmA said:
Uh, heck no. That would really look bad. However, all is not lost. I just realized that by varying speeds and stuff like that, I might be able to get what I want exactly how I really want it. All I have to do is turn off homing. Smaller ships are faster, and more likly to evade. Larger projectiles are slower, and you get the picture. At least, that is how I think it will work in theory.
I don't think homing works unless the attack does splash damage...
 
??? what do you mean? If the target stays still, the attack hits. If it doesnt, the attack is more than likely to miss. I think that is how it works.
 
The only way you could get it to "miss" with turning off homing, would be somehow to set it to missle (splash) (i think it is the other one, with splash, but can't remember.)
The only thing a regular attack (missle, normal) would do if it wasnt homing, would be to hurt it, even if the missle actually missed. It's just how the projectiles works. The only way you could do this, would be the other thing (synonym for missle), because it damage the area where it attacks, and only that area.
 
Oh, somehow I never picked up on that. Well, setting it to splash (with a radius of like 50 or so) Wouldn't be terribly difficult. Makes the cannons a bit more realistic. Actually, what I should do is make the arrows always hit (how hard is it to hit a boat with an arrow?) and the cannons do splash. Makes a lot of sense when you look at it that way, AND I keep the speed advantages for smaller boats (dodge cannon shots) and prevent little ships from being easily overmuscled.
 
... by dodging i mean by having the unit move away from the splash. That WOULD be possible, with a small splash and a slow projectile speed.
 
but I want there to be a sort of realism.

In real life you cant magically steer away your ship from a cannonball coming at 500miles per hour, and you cant fire a cannonball at 15 miles an hour because it wouldnt be able to go that far (well you could have a bombard cannon with like 100 range and the guys drop the cannonballs on the other ship...)
 
I WANT the cannons to miss. It would be unbalanced if every cannon shot hit, especially at range.

*edit* whoever said i wanted THAT much realism? No, you cant realistically dodge a cannon shell. However, every cannon shell cant freaking hit, either. This way, moving targets are much harder to hit.

*So much for that idea. Unless I am missing something, you can't make a phoenix fire projectile simply do splash damage. *
 
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