Physical Damage Reduction

Hardened skin will allow you to reduce it by a value and set a minimum value, as for a percent, I don't know.
 
Berserk increases ALL damage rather than just physical.

Hardened skin's set values rather than % is useless to me.
 
Defend is quite good actually, but it's a toggle-able spell...
 
The reason I think defend only affects piercing is that Elune's Grace has the same fields, but only affects piercing from my understanding...
 
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.
 
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!!!
 
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
 
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.
 
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
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • The Helper The Helper:
    It is weird seeing a way more realistic users online number
  • The Helper The Helper:
    Happy Tuesday Night!
    +1
  • V-SNES V-SNES:
    Happy Friday!
    +1
  • The Helper The Helper:
    News portal has been retired. Main page of site goes to Headline News forum now
  • The Helper The Helper:
    I am working on getting access to the old news portal under a different URL for those that would rather use that for news before we get a different news view.
  • Ghan Ghan:
    Easily done
    +1
  • The Helper The Helper:
    https://www.thehelper.net/pages/news/ is a link to the old news portal - i will integrate it into the interface somewhere when i figure it out
  • Ghan Ghan:
    Need to try something
  • Ghan Ghan:
    Hopefully this won't cause problems.
  • Ghan Ghan:
    Hmm
  • Ghan Ghan:
    I have converted the Headline News forum to an Article type forum. It will now show the top 20 threads with more detail of each thread.
  • Ghan Ghan:
    See how we like that.
  • The Helper The Helper:
    I do not see a way to go past the 1st page of posts on the forum though
  • The Helper The Helper:
    It is OK though for the main page to open up on the forum in the view it was before. As long as the portal has its own URL so it can be viewed that way I do want to try it as a regular forum view for a while
  • Ghan Ghan:
    Yeah I'm not sure what the deal is with the pagination.
  • Ghan Ghan:
    It SHOULD be there so I think it might just be an artifact of having an older style.
  • Ghan Ghan:
    I switched it to a "Standard" article forum. This will show the thread list like normal, but the threads themselves will have the first post set up above the rest of the "comments"
  • The Helper The Helper:
    I don't really get that article forum but I think it is because I have never really seen it used on a multi post thread
  • Ghan Ghan:
    RpNation makes more use of it right now as an example: https://www.rpnation.com/news/
  • The Helper The Helper:

      The Helper Discord

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top