Shield Wall (Ability to reduce DMG taken by 60%)

Leazy

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Hello!

I'm going to make a spell like Shield Wall in WoW. (Reduces DMG taken by 60% for 12 seconds). So I was thinking; Berserk with a negative value (-0.60) in DMG taken might work. However, when I have -0.60 in DMG taken it removes 100% DMG taken. How can I manipulate this value to make it reduce DMG taken by 60%? If this skill does not work at all, do you got a smart easy solution for this?
 

Razed

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You can make a timed ability based on [Defend] of Footmans, which lasts 12 second otherwise. (just a quick thought, if Berserk may not work.)
 

Leazy

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I tried with 0.06 already, didn't work though.
Good idea with a time based defend, but can you make it time based? Going to check, brb :)

Edit: Defend is not a good idea, because you can cancel it etc.
 

Magoiche

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Did you try to remove the orderid to cancel?
The "undefend" thing

You can also make a trigger that every time the unit takes damage it will be realed for 60% of that damage.
It will be like the unit only sufered 40% of the damage =]
 

Razed

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In that case I've got another idea...

Base it off Mana Shield:
Damage Absorb% = 0.60
Mana Per HP Drained = 0
Mana Cost = 0 (or whatever you like)
And change the duration from 0 to 12 seconds.

I never tried it out, but sounds like it will work.
 

w00t22

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You can make a timed ability based on [Defend] of Footmans, which lasts 12 second otherwise. (just a quick thought, if Berserk may not work.)

do this but fix the speed values, but this may be only ranged and melee attacks
 

TechGeek001

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First off, there's no way -.06 anything is going to give you 60% damage reduction - that's -6%...
Mana shield sounds like it's your best bet - give that a shot.
I wouldn't try using Defend, because that only affects ranged attacks.
I'm looking at Mana Shield (Neutral Hostile) right now and it looks like that's the one you should use.
 

FireBladesX

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I don't think you can make mana shield last for only twelve seconds. I would build it off of roar.

It takes two triggers.
When you learn the skill, do (Trigger - Add event to ShieldWall <gen> the event: (Triggering Unit Takes damage)).
Then, turn off the trigger.

Trigger number 2: ShieldWall

Events:

Conditions:
Triggering unit has buff ShieldWall* equal to true

Actions:
Unit - set life of Triggering Unit to (Life of (Triggering Unit) + (Damage taken x .6))


*ShieldWall is a modified Roar buff.
 

Genyuumaru

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Damage taken shouldn't be -0.60 -_-

It should be 0.40. Hello? Damage TAKEN? -0.60 is a heal -_-

0.00 Damage taken = no damage taken.

So if 60% is off you must take 40% damage.

And that's 0.40.
 

Leazy

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Alright. I tried these triggers:
Trigger:
  • Shield Wall
    • Events
    • Conditions
      • ((Triggering unit) has buff Shield Wall ) Equal to True
    • Actions
      • -------- Setup For Healing --------
      • Set Real[1] = ((Damage taken) / 10.00)
      • Set Real[2] = (Real[1] x 6.00)
      • Set Unit[1] = (Triggering unit)
      • Unit - Add Max HP to Unit[1]
      • Countdown Timer - Start ShieldWall_Timer as a One-shot timer that will expire in 0.00 seconds


Trigger:
  • Shield Wall Heal DMG
    • Events
      • Time - ShieldWall_Timer expires
    • Conditions
    • Actions
      • Unit - Set life of Unit[1] to ((Life of Unit[1]) + Real[2])
      • Unit - Remove Max HP from Unit[1]


(First triggers event is set up by another unit. When a unit enters playable map area it adds the event triggering unit takes DMG to the first trigger).

Problem: The unit takes 0% DMG. What do I do wrong? :S'

Edit: I just realized that the unit cant die using this method. However, if I don't use something similar the unit will first take 100% DMG, and then get healed for 60% of the DMG taken. Then he would die if 100% of the DMG killed him.
 

Razed

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Perhaps make a periodic event which gives him

"Actions

* Unit - Set life of Unit[1] to ((Life of Unit[1]) + Real[2])"

Instead of making a One-shot timer of 0 seconds.

P.S. 0 seconds can't actually expire as it's 0 already :p perhaps try it with 0.01 seconds.

EDIT: Did you give a shot at Mana Shield?
 

Leazy

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Razed: The 0 sec periodic timer does so that the HP Bonus (a ability with 9999999 HP) is removed exactly after it have been taking the DMG. Mana shield is not a good way, because you can cancel it.
 

Leazy

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That doesn't change anything. After removing the turn off string it can still be turned off.
 

looneygr

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Make a dummy spell based on channel. And then make a trigger that activates mana shield.(If mana shield working :) )
 

Leazy

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Mana shield doesn't seam to work. If I change these fields:

Damage Absorbed (%) to 0.60
Mana Per Hit Point to 0.00

The mana shield buff disappears after one hit. =/
 
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