Magic Reduction Via Armor

Oninuva

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I need assistance in making system to have armor reduce magic attacks a.k.a. spells. :) Anyone here have this sort of knowledge, please post. :thup:
 

Flare

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How does dota do it..

Could you explain what exactly DotA is doing??? Not everyone here plays DotA (including me), so I haven't a clue what you're talking about :p

If you mean reducing spell damage by armor value, it's probably triggered damage. I don't think there is a way to reduce 'normal' spell damage by armor value
 

Squishy

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You could take the Spell Damage Reduction item ability, and make multiple levels of it, with different spell damage reduction levels. Then adjust the level of it based on the unit's armor.
 

Oninuva

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Well, DotA armor reduces magic damage.. And some of DotA skills are melee ones so I don't see how they would trigger so many :S Is there a way around this?
 

Flare

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Here may be the best place to look for an answer. Somewhere, around the forum (I can't find it right now), there is a thread that explains the mechanics of a number of DotA spells. It may also explain this magic damage reduction through armor value

By melee abilities, what exactly do you mean?

EDIT: Here's the thread with the spell mechanics. The subforum may have the info if this thread doesn't

EDIT: Found another thread, which definitely points towards Triggered Damage
Facts

Armour does not stack with diminishing returns. It is damage reduction that stacks with diminishing returns. This will be proven later.

Damage reduction from armour is different from armour type reduction. They are independent of each other.

Critical strike does not ignore armour.

Melee bashes are reduced by armour type spell resistance.
Ranged bashes are counted just as normal damage.

Spell damage ignores armour but is reduced by spell damage resistance.

Formula for damage reduction is :
Damage Reduction = ([armor]*0.06)/(1+0.06*[armor])

The formula above only applies for positive values. For negative values, it is calculated differently.

Formula for damage increase (negative armour):
Damage Increase = 2 - 0.94^(-[armor]) or Damage Reduction = 0.94^(-[armour]) - 1
Both formula will give you the same answer, with the first one as positive value and second one as negative.

Taken from the Armour and Effective HP guide.

Perhaps you were mistaking Hero armor's natural reduction (25% IIRC) of magic damage as armor value reduction?
 

martix

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How so completely wrong...
Nowhere in dota does armor reduce spell damage. Only some spells do physical damage. And it is reduced by armor, since its like a normal attack.
You'd have to calculate your armor and one solution is to heal the unit after it takes damage OR custom-damage the unit...
 

Oninuva

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can you explain why does sniper not do pure damage then with assasinate?
 

martix

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What do you mean?
All heroes in warcraft(incl. dota) have an innate magic reduction of 25%. All items and abilities only add to that.
So something that does 400 damage to a unit would do 300 to a hero. Quite a lot, and worth to consider when playing.
 

Onnings

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Hero abilities do somewhat reduced damage on hero targets. So if the ability claims to do 100 damage to a target, the actual damage caused to heroes is something like 80 instead. I can't find a way to enable / disable it currently, but I'm sure I've seen it somewhere.

Anyhow, maybe that reduction is what you've noticed?
 

Andyoyo

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Above posts are right, spells are reduced by 25% in dota, 30% standard. Some spells in dota are physical damage, such as scatter shot; magical damage, such as finger of death; pure damage such as glaives of wisdom; or reduced by both physical & spell reductions, such as wild axes.

If you have custom spells its more possible because you can set the damage to physical with a trigger, reduction based on armor. You can also set an integer variable to a multiple of your agility or str or int. such as:
Code:
set h = ((agility of (hero) including bonuses) * 2)

then you would need another trigger ran when a spell is cast, with the actions set to heal the damaged unit based on the spell damage. Heal Hero for (h hp * (1/spell max damage))

As far as a complete, bug free system, I'd claim its impossible
 
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